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Div/Ex: 1:151

Forbidden Rites · 2026-09-08T21:00:00.000Z

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Path of Exile 2 unique equipment

POE2 Unique Items Overview

Browse 500 published POE2 uniques across 30 groups. Every published card is represented in static HTML with its processed game-data description, requirements, stats, modifiers, variants and existing local artwork where available.

Open SPA — explore all uniques

Published overview

Unique entries
500
Groups
30
Group appearances
605
Source snapshot

Some entries appear in more than one relevant group. This page is an overview, so it does not create an individual route for every unique.

Widowhail Lv. 1+

Widowhail

Base stats

Base
Crude BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Crude BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Phys. DmgPhysical Damage
6-96-9
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.201.20
Version Lvl Ph.dmg Crit. % APS Ch.dmg DPS Recipe
Base 1 6-95.00%1.20- 9
Runeforged 55 -5%1.242-62 62.4 Exceptional Verisium×15Olroth's Crest of the Sun×1
  • (150-250) % inc. bonuses gained from Equipped QuiverQuiver

    Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks .
    (150-250) % increased bonuses gained from Equipped QuiverQuiver

    Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks .

Quill Rain Lv. 5+

Quill Rain

Base stats

Base
ShortbowShortbow
DexDexterity
12
Phys. DmgPhysical Damage
7-147-14
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
2.502.50
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 5 7-145.00%2.50 26.3
Runeforged 38 30-565%2.5 108 Verisium×200Medved's Crest of the Circle×1
Runeforged 55 44-815%2.8 175 Exceptional Verisium×5Uhtred's Crest of the Chalice×1
Runeforged details
  • Projectiles have 50 % chance for an additional Projectile when Forking
  • 100 % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    100 % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (50-100) % inc. Arrow Speed(50-100) % increased Arrow Speed
  • 40 % less AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Dmg
    40 % less AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Damage

Ironbound Lv. 11+

Ironbound

Base stats

Base
Warden BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Warden BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
DexDexterity
23
Phys. DmgPhysical Damage
12-2012-20
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.271.27
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 11 12-205.00%1.27 20.3
Runeforged 40 38-635%1.26 63.6 Verisium×245Vorana's Crest of the Scythe×1
  • (25-35) % chance to ChainChain

    Fallback hint: no keyword description was found for this term.
    an additional time
    (25-35) % chance to ChainChain

    Fallback hint: no keyword description was found for this term.
    an additional time
  • +(100-150) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(100-150) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (5-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (5-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +12 % to Block chanceBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
    +12 % to Block chanceBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
  • (3-5) % inc. Block chanceBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
    per 100 total Item ArmourItem Armour

    Stats that refer to an item's Armour use the exact value listed on the item. This means that Quality and local modifiers on the item are taken into account, but stats from other sources that change the amount of Armour actually granted to your character are not considered.
    on Equipped Armour ItemsEquipped Armour Items

    Equippable Armours are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, Shields and Foci .
    (3-5) % increased Block chanceBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
    per 100 total Item ArmourItem Armour

    Stats that refer to an item's Armour use the exact value listed on the item. This means that Quality and local modifiers on the item are taken into account, but stats from other sources that change the amount of Armour actually granted to your character are not considered.
    on Equipped Armour ItemsEquipped Armour Items

    Equippable Armours are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, Shields and Foci .
  • Hits with this weapon have (1-2) to (4-5) Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 1% Block%Block chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
    Hits with this weapon have (1-2) to (4-5) Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 1% Block ChanceBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
  • Arrows ReturnReturn

    Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
    if they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    a target which had Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits . Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    Arrows ReturnReturn

    Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
    if they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    a target which had Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits . Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.

Splinterheart Lv. 16+

Splinterheart

Base stats

Base
Recurve BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Recurve BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
DexDexterity
31
Phys. DmgPhysical Damage
35-7235-72
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.101.10
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 16 35-725.00%1.10 58.9
Runeforged 40 95-1945%1.1 159 Verisium×205Medved's Crest of the Circle×1
  • (120-160) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (120-160) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(50-70) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(50-70) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (20-30) % inc. ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed
    (20-30) % increased ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    SplitSplit

    The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.
    towards +2 targets
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    SplitSplit

    The first time a Projectile or beam that can Split collides with a target, it splits into a multiple which will all aim at different targets within 6 metres if able. If there aren't enough targets, the rest will be aimed in random directions.
    towards +2 targets

Doomfletch Lv. 22+

Doomfletch

Base stats

Base
Composite BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Composite BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
DexDexterity
41
Phys. DmgPhysical Damage
25-4125-41
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.201.20
Corrupted
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 22 25-415.00%1.20 39.6
Runeforged 55 59-985%1.2 94.2 Exceptional Verisium×20Uhtred's Crest of the Chalice×1
  • Adds (5-7) to (10-12) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (5-7) to (10-12) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +10 to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +10 to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    with this Weapon gain 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage as ExtraExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    damage of each ElementElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    with this Weapon gain 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage as ExtraExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    damage of each ElementElement

    The three Elemental damage types are Fire , Cold , and Lightning .

Death's Harp Lv. 28+

Death's Harp

Base stats

Base
Dualstring BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Dualstring BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
DexDexterity
52
Phys. DmgPhysical Damage
19-3519-35
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.151.15
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 28 19-355.00%1.15 31.1
Runeforged 55 45-8326.5%1.15 73.6 Verisium×570Vorana's Crest of the Scythe×1
  • +50 % SurpassingSurpassing

    By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can surpass 100%. In this case, the event for which you have a chance to effect will occur once for each 100% chance for that event you have, and then have a normal percentage chance for it to occur again based on the remaining value. For example, a Surpassing 215% chance for an event to occur will cause the event to occur twice (once for each 100% chance) and have a 15% chance for it to occur a third time.
    chance to fire an additional Arrow
    +50 % SurpassingSurpassing

    By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can surpass 100%. In this case, the event for which you have a chance to effect will occur once for each 100% chance for that event you have, and then have a normal percentage chance for it to occur again based on the remaining value. For example, a Surpassing 215% chance for an event to occur will cause the event to occur twice (once for each 100% chance) and have a 15% chance for it to occur a third time.
    chance to fire an additional Arrow
  • +(20-25) % to Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    +(20-25) % to Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (20-30) Life per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (20-30) Life per enemy killed
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (12-18) Mana per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (12-18) Mana per enemy killed
  • +(250-330) % SurpassingSurpassing

    By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can surpass 100%. In this case, the event for which you have a chance to effect will occur once for each 100% chance for that event you have, and then have a normal percentage chance for it to occur again based on the remaining value. For example, a Surpassing 215% chance for an event to occur will cause the event to occur twice (once for each 100% chance) and have a 15% chance for it to occur a third time.
    chance to fire an additional Arrow
    +(250-330) % SurpassingSurpassing

    By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can surpass 100%. In this case, the event for which you have a chance to effect will occur once for each 100% chance for that event you have, and then have a normal percentage chance for it to occur again based on the remaining value. For example, a Surpassing 215% chance for an event to occur will cause the event to occur twice (once for each 100% chance) and have a 15% chance for it to occur a third time.
    chance to fire an additional Arrow

Slivertongue Lv. 39+

Slivertongue

Base stats

Base
Zealot BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Zealot BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
DexDexterity
70
Phys. DmgPhysical Damage
74-11974-119
Crit. %Critical Hit Chance
10.28%10.28%
APSAttacks per Second
1.201.20
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 39 74-11910.28%1.20 116
Runeforged 55 87-13915%1.2 136 Verisium×775Uhtred's Crest of the Chalice×1
  • Adds (40-48) to (65-72) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (40-48) to (65-72) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(4-6) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(4-6) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (5-8) % of PhysicalPhysical

    10% increased Physical Damage
    Dmg as Life
    LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (5-8) % of PhysicalPhysical

    10% increased Physical Damage
    Damage as Life
  • LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (4-7) % of PhysicalPhysical

    10% increased Physical Damage
    Dmg as Mana
    LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (4-7) % of PhysicalPhysical

    10% increased Physical Damage
    Damage as Mana
  • Arrows ForkFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
    Arrows ForkFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
  • Arrows PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    all targets after ForkingFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
    Arrows PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    all targets after ForkingFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.

Fairgraves' Curse Lv. 45+

Fairgraves' Curse

Base stats

Base
Artillery BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Artillery BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
DexDexterity
80
Phys. DmgPhysical Damage
39-7239-72
Fire Damage
93-16993-169
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.101.10
Version Lvl Ph.dmg F.dmg Crit. % APS DPS Recipe
Base 45 39-7293-1695.00%1.10 205
  • Grants Skill: Level 11 Phantasmal ArrowGrants Skill: Level 11 Phantasmal Arrow
  • 50 % reduced ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Range
    50 % reduced ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Range
  • Adds (76-98) to (126-193) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    Adds (76-98) to (126-193) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • (30-50) % inc. FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    (30-50) % increased FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • (10-20) % inc. IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    (10-20) % increased IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • 30 % reduced Life Recovery rate30 % reduced Life Recovery rate
  • -30 Phys.Dmg taken from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    -30 Physical Damage taken from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Attack HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    inflict Spectral FireSpectral Fire

    Targets affected by a Spectral Fire Debuff do not take damage from Ignite . Instead that damage feeds the Spectral Fire. When the Spectral Fire Debuff expires or the target dies, the Spectral Fire explodes, dealing all the damage it has absorbed to all enemies within 1.8m, including the affected target. Damage modifiers do not apply to the explosion.
    for 8 seconds
    Attack HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    inflict Spectral FireSpectral Fire

    Targets affected by a Spectral Fire Debuff do not take damage from Ignite . Instead that damage feeds the Spectral Fire. When the Spectral Fire Debuff expires or the target dies, the Spectral Fire explodes, dealing all the damage it has absorbed to all enemies within 1.8m, including the affected target. Damage modifiers do not apply to the explosion.
    for 8 seconds
Phantasmal Arrow

Attack · Level 11

  • Attack
  • AoE
  • Projectile
  • Fire
  • Duration
  • Repeatable

Req: Level 90+

FiresFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to IgniteIgnite

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
. Igniting any enemy with the Explosion also applies IgniteIgnite

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
to enemies within range.
FiresFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to IgniteIgnite

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
. Igniting any enemy with the Explosion also applies IgniteIgnite

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
to enemies within range.

  • Level: 11 - 20Level: 11 - 20
  • Cost: (6 - 40) ManaCost: (6 - 40) Mana
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (20 - 62)% of baseAttack Damage: (20 - 62)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 54 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 54 metres per Second

Arrow

  • Converts 20 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
    Converts 20 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
  • Arrow duration is 1.5 secondsArrow duration is 1.5 seconds
  • q20: Inflicts (0 - 100) % more Flammability MagnitudeInflicts (0 - 100) % more Flammability Magnitude

Explosion

Attack Damage
(120 - 374)%(120 - 374)%
  • Converts 20 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
    Converts 20 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
  • Inflicts 200 % more Flammability MagnitudeInflicts 200 % more Flammability Magnitude
  • IgnitesIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    inflicted by this Skill Spread to other enemies that stay within 1.8 m for 1 second
    IgnitesIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    inflicted by this Skill Spread to other enemies that stay within 1.8 metres for 1 second
  • Arrow duration is 1.5 secondsArrow duration is 1.5 seconds
  • Explosion radius is (2 - 2.4) mExplosion radius is (2 - 2.4) metres

Lioneye's Glare Lv. 65+

Lioneye's Glare

Base stats

Base
Heavy BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Heavy BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
DexDexterity
114
Phys. DmgPhysical Damage
115-192115-192
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.321.32
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 65 115-1925.00%1.32 203
  • (150-240) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (150-240) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(300-500) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(300-500) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • 10 % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    10 % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +2 m to Dodge Roll distance if you haven't Dodge Rolled RecentlyRecently

    Recently refers to the past 4 seconds.
    +2 metres to Dodge Roll distance if you haven't Dodge Rolled RecentlyRecently

    Recently refers to the past 4 seconds.
  • -1 metre to Dodge Roll distance if you've Dodge Rolled RecentlyRecently

    Recently refers to the past 4 seconds.
    -1 metre to Dodge Roll distance if you've Dodge Rolled RecentlyRecently

    Recently refers to the past 4 seconds.
  • RepeatableRepeatable

    Fallback hint: no keyword description was found for this term.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    with this Bow RepeatRepeatable

    Fallback hint: no keyword description was found for this term.
    +2 times if no enemies are in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    RepeatableRepeatable

    Fallback hint: no keyword description was found for this term.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    with this Bow RepeatRepeatable

    Fallback hint: no keyword description was found for this term.
    +2 times if no enemies are in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
  • enable lioneyes glow task [1]enable lioneyes glow task [1]

Periphery Lv. 67+

Periphery

Base stats

Base
Heartwood ShortbowHeartwood Shortbow
DexDexterity
134
Phys. DmgPhysical Damage
41-7641-76
Elem. DmgElemental Damage
52-8952-89
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.381.38
Version Lvl Ph.dmg El.dmg Crit. % APS DPS Recipe
Base 67 41-7652-895.00%1.38 178
  • Grants Skill: Level 16 Azmerian SwarmsGrants Skill: Level 16 Azmerian Swarms
  • Adds (48-59) to (75-97) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    Adds (48-59) to (75-97) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • Adds (35-53) to (65-80) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    Adds (35-53) to (65-80) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Adds (1-8) to (123-152) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    Adds (1-8) to (123-152) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • (8-14) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (8-14) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    , IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , and ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudesMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    , FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup, and ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Chance
    Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    , IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , and ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudesMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    , FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup, and ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Chance
Azmerian Swarms

Buff · Level 16

  • Buff
  • Minion
  • Persistent
  • Physical
  • Lightning
  • Cold
  • Fire
  • Duration

Req: Level 90+

While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
or hit Rare or Unique enemies affected by Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
. The swarms are untargetable Minions that pursue nearby enemies to Attack them and infict Faerie FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
on HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
.
While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
or hit Rare or Unique enemies affected by Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
. The swarms are untargetable Minions that pursue nearby enemies to Attack them and infict Faerie FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
on HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
.

  • Level: 16 - 20Level: 16 - 20
  • Summon an Azmerian Swarm when you kill a target affected by an Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    Summon an Azmerian Swarm when you kill a target affected by an Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
  • 10 % chance to summon an Azmerian Swarm when you HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    a Rare or Unique target affected by an Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    10 % chance to summon an Azmerian Swarm when you HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    a Rare or Unique target affected by an Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
  • Maximum 8 Azmerian SwarmsMaximum 8 Azmerian Swarms
  • Swarms have 100 % chance to inflict 1 Faerie FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Swarms have 100 % chance to inflict 1 Faerie FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Swarms Convert 100 % of PhysicalPhysical

    10% increased Physical Damage
    Dmg to a random Element
    Swarms Convert 100 % of PhysicalPhysical

    10% increased Physical Damage
    Damage to a random Element
  • Swarm duration is 10 secondsSwarm duration is 10 seconds
  • Swarms have 1% inc. Atk Speed per 5 of your DexSwarms have 1% increased Attack Speed per 5 of your Dexterity
  • Swarms deal (26 - 30) % more Dmg with Hits for each type of Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    on target
    Swarms deal (26 - 30) % more Damage with Hits for each type of Elemental AilmentElemental_Ailments

    Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
    on target
  • q20: Maximum +(0 - 2) Azmerian SwarmsMaximum +(0 - 2) Azmerian Swarms

Voltaxic Rift Lv. 79+

Voltaxic Rift

Base stats

Base
Fanatic BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Fanatic BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
DexDexterity
163
Phys. DmgPhysical Damage
47-7947-79
Lightning Damage
1-3021-302
Chaos Damage
28-6428-64
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.371.37
Version Lvl Ph.dmg Li.dmg Ch.dmg Crit. % APS DPS Recipe
Base 79 47-791-30228-645.00%1.37 357
  • Adds 1 to (300-500) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    Adds 1 to (300-500) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • (10-15) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-15) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • 100 % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    100 % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage
  • ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    also ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Chance
    ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    also ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Chance

Mist Whisper Lv. 1+

Mist Whisper

Base stats

Base
Makeshift CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjProjectile skills fire additional ProjProjectile in sequence rather than in a spread.
Makeshift CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
Phys. DmgPhysical Damage
7-127-12
Cold Damage
10-1410-14
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.601.60
Reload Time
0.800.80
Version Lvl Ph.dmg C.dmg Crit. % APS Reload Time DPS Recipe
Base 1 7-1210-145.00%1.600.80 34.4
Runeforged 38 41.25-7743.75-775%1.60.8 191 Verisium×210Medved's Crest of the Circle×1
  • Adds (8-10) to (13-15) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    Adds (8-10) to (13-15) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    5 Mana per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    5 Mana per enemy killed
  • (30-50) % inc. FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    (30-50) % increased FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
  • 30 % inc. ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    Dur. on Enemies
    30 % increased ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    Duration on Enemies
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    ChainChain

    Fallback hint: no keyword description was found for this term.
    2 additional times
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    ChainChain

    Fallback hint: no keyword description was found for this term.
    2 additional times

Rampart Raptor Lv. 4+

Rampart Raptor

Base stats

Base
Tense CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjProjectile skills fire additional ProjProjectile in sequence rather than in a spread.
Tense CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
StrStrength
8
DexDexterity
8
Phys. DmgPhysical Damage
12-2212-22
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
2.112.11
Reload Time
0.830.83
Version Lvl Ph.dmg Crit. % APS Reload Time DPS Recipe
Base 4 12-225.00%2.110.83 35.9
Runeforged 38 63-1205%2.110.85 193 Verisium×285Medved's Crest of the Circle×1
Runemastered 55 89-1665%2.110.6 269 Verisium×1845Exceptional Verisium×5Uhtred's Crest of the Chalice×1
  • (20-30) % inc. Bolt Speed(20-30) % increased Bolt Speed
  • (40-60) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (40-60) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (30-40) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (30-40) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • 30 % reduced Reload Speed30 % reduced Reload Speed
  • Bolts fired by CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    have 100 % chance to not | expend AmmunitionAmmunition

    Fallback hint: no keyword description was found for this term.
    if you've Reloaded RecentlyRecently

    Recently refers to the past 4 seconds.
    Bolts fired by CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    have 100 % chance to not | expend AmmunitionAmmunition

    Fallback hint: no keyword description was found for this term.
    if you've Reloaded RecentlyRecently

    Recently refers to the past 4 seconds.

Double Vision Lv. 20+

Double Vision

Base stats

Base
Dyad CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjProjectile skills fire additional ProjProjectile in sequence rather than in a spread.
Dyad CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
StrStrength
22
DexDexterity
22
Phys. DmgPhysical Damage
23-6523-65
Crit. %Critical Hit Chance
10.00%10.00%
APSAttacks per Second
1.601.60
Reload Time
0.920.92
Version Lvl Ph.dmg Crit. % APS Reload Time DPS Recipe
Base 20 23-6510.00%1.600.92 70.4
Runeforged 40 46-15510%1.61.1 161 Verisium×605Vorana's Crest of the Scythe×1
Runemastered 65 57-19912%1.60.75 205 Verisium×2000Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 6 Gemini SurgeSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
    Grants Skill: Level 6 Gemini SurgeSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
  • Loads an additional boltLoads an additional bolt
  • Adds (14-21) to (25-37) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (14-21) to (25-37) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +5 % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +5 % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • (15-25) % inc. Reload Speed(15-25) % increased Reload Speed
  • When you reload, triggers Gemini SurgeSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
    to alternately | gain (2-6) Cold SurgesSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
    or (2-6) Fire SurgesSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
    When you reload, triggers Gemini SurgeSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
    to alternately | gain (2-6) Cold SurgesSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
    or (2-6) Fire SurgesSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
  • trigger reload infusion on reload [1]trigger reload infusion on reload [1]
Gemini Surge

Attack · Level 6

  • Attack
  • AoE
  • Trigger
  • Cold
  • Fire

Req: Level 90+

Grants your weapon Surges . Non- MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
Attacks with that weapon ConsumeConsume

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.
Surges to cause the ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
fired to explode at the end of their flight.
Grants your weapon Surges . Non- MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
Attacks with that weapon ConsumeConsume

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.
Surges to cause the ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
fired to explode at the end of their flight.

  • Level: 6 - 20Level: 6 - 20
  • Atk Dmg: (50 - 181)% of baseAttack Damage: (50 - 181)% of base

Cold Surge

  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
  • Cannot ConsumeConsume

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Cannot ConsumeConsume

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • Explosion radius is 1.6 mExplosion radius is 1.6 metres
  • No more than once per Skill useNo more than once per Skill use
  • q20: Explosion radius is (0 - 0.3) mExplosion radius is (0 - 0.3) metres

Fire Surge

Attack Damage
(50 - 181)%(50 - 181)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
  • Cannot ConsumeConsume

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Cannot ConsumeConsume

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • Explosion radius is 1.6 mExplosion radius is 1.6 metres
  • No more than once per Skill useNo more than once per Skill use

Redemption Lv. 65+

Redemption

Base stats

Base
Trarthan CannonTrarthan Cannon
StrStrength
114
DexDexterity
63
Phys. DmgPhysical Damage
277-640277-640
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.401.40
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 65 277-6405.00%1.40 642
  • Cannot load or fire AmmunitionAmmunition

    Fallback hint: no keyword description was found for this term.
    Cannot load or fire AmmunitionAmmunition

    Fallback hint: no keyword description was found for this term.
  • (300-400) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (300-400) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Hits with this Weapon have no Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    Hits with this Weapon have no Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • (20-40) % reduced CDRRCooldown Recovery Rate

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    (20-40) % reduced Cooldown Recovery RateCooldown Recovery Rate

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
  • Gain 1 Explosive RhythmExplosive Rhythm

    Each Explosive Rhythm Buff grants 10% increased Cooldown Recovery Rate to your Grenade Skills.
    every (2-3) times you use a GrenadeGrenade

    Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    Skill | Remove all Explosive RhythmExplosive Rhythm

    Each Explosive Rhythm Buff grants 10% increased Cooldown Recovery Rate to your Grenade Skills.
    on reaching 10 to gain Explosive FervourExplosive Fervour

    Explosive Fervour is a Buff that grants 15% increased Attack Speed per different Grenade Skill you've used Recently , causes Grenade Skills to ignore their cooldown and fire an additional projectile, and makes Grenades explode on any impact. You cannot gain Explosive Rhythm while you have Explosive Fervour.
    for 10 Seconds
    Gain 1 Explosive RhythmExplosive Rhythm

    Each Explosive Rhythm Buff grants 10% increased Cooldown Recovery Rate to your Grenade Skills.
    every (2-3) times you use a GrenadeGrenade

    Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
    Skill | Remove all Explosive RhythmExplosive Rhythm

    Each Explosive Rhythm Buff grants 10% increased Cooldown Recovery Rate to your Grenade Skills.
    on reaching 10 to gain Explosive FervourExplosive Fervour

    Explosive Fervour is a Buff that grants 15% increased Attack Speed per different Grenade Skill you've used Recently , causes Grenade Skills to ignore their cooldown and fire an additional projectile, and makes Grenades explode on any impact. You cannot gain Explosive Rhythm while you have Explosive Fervour.
    for 10 Seconds

The Last Lament Lv. 77+

The Last Lament

Base stats

Base
Desolate CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjProjectile skills fire additional ProjProjectile in sequence rather than in a spread.
Desolate CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
StrStrength
89
DexDexterity
89
Phys. DmgPhysical Damage
118-471118-471
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.781.78
Reload Time
1.571.57
Version Lvl Ph.dmg Crit. % APS Reload Time DPS Recipe
Base 77 118-4715.00%1.781.57 524
  • Grants Skill: Level 17 RequiemGrants Skill: Level 17 Requiem
  • (250-300) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (250-300) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (10-20) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-20) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • (40-60) % reduced Reload Speed(40-60) % reduced Reload Speed
  • LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (5-10) % of PhysicalPhysical

    10% increased Physical Damage
    Dmg as Life
    LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (5-10) % of PhysicalPhysical

    10% increased Physical Damage
    Damage as Life
  • (10-20) % chance to load a bolt into all CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
    skills on Kill
    (10-20) % chance to load a bolt into all CrossbowCrossbow

    Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single- Projectile skills fire additional Projectiles in sequence rather than in a spread.
    skills on Kill
  • SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy 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.
    300 Life to not consume the last bolt when firing
    SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy 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.
    300 Life to not consume the last bolt when firing
  • enable grand design clip handling [1]enable grand design clip handling [1]
Requiem

Attack · Level 17

  • Attack
  • AoE
  • Ammunition
  • Projectile
  • Cold
  • Conditional

Req: Level 90+

Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition .
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your CrossbowCrossbow

Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills . Multiple ProjectilesProjectile fired from a single Crossbow skill can all hit the same target, and single- ProjectileProjectile skills fire additional ProjectilesProjectile in sequence rather than in a spread.
shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition .

  • Level: 17 - 20Level: 17 - 20
  • Cost: (22 - 150) ManaCost: (22 - 150) Mana

Compose Requiem

  • Requiem lasts for 12 secondsRequiem lasts for 12 seconds
  • Requires 100 anguish to useRequires 100 anguish to use
  • Accumulates 3.33 anguish per secondAccumulates 3.33 anguish per second

Requiem

Cost
0 Mana0 Mana
Attack Speed
400% of base400% of base
Attack Damage
(300 - 936)% of base(300 - 936)% of base
Projectile Speed
7.5 m/s7.5 metres per Second
  • Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
    Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
  • Impact radius is 1.6 mImpact radius is 1.6 metres
  • Anguish impacts within a 2.4 metre radius of the targetAnguish impacts within a 2.4 metre radius of the target
  • q20: +(0 - 0.2) m to impact radius+(0 - 0.2) metres to impact radius

Brynhand's Mark Lv. 1+

Brynhand's Mark

Base stats

Base
Wooden ClubWooden Club
Phys. DmgPhysical Damage
16-3016-30
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.161.16
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 1 16-305.00%1.16 26.7
Runeforged 38 93-1585%1.16 146 Verisium×205Medved's Crest of the Circle×1
Runeforged details
  • (20 — 30) % increased Area of Effect for Attacks
Runemastered 55 142-2405%1.16 222 Verisium×460Medved's Crest of the Circle×1
Runemastered details
  • (20 — 30) % increased Area of Effect for Attacks
  • Adds (10-14) to (16-20) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (10-14) to (16-20) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(30-50) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(30-50) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • 20 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    20 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Causes Double 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    Causes Double 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup

Frostbreath Lv. 10+

Frostbreath

Base stats

Base
Slim MaceMace

Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or FireFire damage.
Slim MaceMace

Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or FireFire damage.
StrStrength
21
Phys. DmgPhysical Damage
22-3522-35
Cold Damage
11-1811-18
Crit. %Critical Hit Chance
10.00%10.00%
APSAttacks per Second
1.551.55
Version Lvl Ph.dmg C.dmg Crit. % APS DPS Recipe
Base 10 22-3511-1810.00%1.55 66.7
Runeforged 38 59-90.559-90.510%1.55 232 Verisium×430Vorana's Crest of the Scythe×1
  • Adds (8-12) to (16-20) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (8-12) to (16-20) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Adds (8-12) to (16-20) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    Adds (8-12) to (16-20) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • +5 % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +5 % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with this Weapon ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    All DamageAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with this Weapon ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
  • Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.
    against FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    Enemies
    Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.
    against FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    Enemies

Trenchtimbre Lv. 16+

Trenchtimbre

Base stats

Base
Spiked ClubSpiked Club
StrStrength
31
Phys. DmgPhysical Damage
30-4630-46
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.811.81
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 16 30-465.00%1.81 68.8
Runeforged 40 71-1155%1.88 175 Verisium×550Vorana's Crest of the Scythe×1
  • Adds (13-15) to (22-25) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (13-15) to (22-25) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (20-30) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (20-30) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(1-2) to Level of all MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Skills
    +(1-2) to Level of all MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Skills
  • Increases and Reductions to MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed also affect you
    Increases and Reductions to MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed also affect you

Sculpted Suffering Lv. 22+

Sculpted Suffering

Base stats

Base
WarpickWarpick
StrStrength
41
Phys. DmgPhysical Damage
42-4942-49
Crit. %Critical Hit Chance
7.00%7.00%
APSAttacks per Second
1.621.62
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 22 42-497.00%1.62 73.7
Runeforged 38 99-1277%1.62 183 Verisium×250Medved's Crest of the Circle×1
Runeforged details
  • (30 — 40) % increased effect of Fully Broken Armour
  • +(5-10) % to Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    +(5-10) % to Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • Adds (21-26) to (25-31) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (21-26) to (25-31) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (10-15) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-15) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • Breaks ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits . Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 40 % of damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with this weapon
    Breaks ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits . Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    equal to 40 % of damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with this weapon
  • Fully Armour BrokenFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits . Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    enemies you kill with HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ShatterShatter

    Frozen enemies Shatter when killed, destroying their corpse.
    Fully Armour BrokenFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits . Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    enemies you kill with HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ShatterShatter

    Frozen enemies Shatter when killed, destroying their corpse.

Brutus' Lead Sprinkler Lv. 45+

Brutus' Lead Sprinkler

Base stats

Base
Morning StarMorning Star
StrStrength
80
Phys. DmgPhysical Damage
67-10067-100
Crit. %Critical Hit Chance
6.50%6.50%
APSAttacks per Second
1.571.57
Version Lvl Ph.dmg Crit. % APS F.dmg DPS Recipe
Base 45 67-1006.50%1.57- 131
Runeforged 65 -6.5%1.5790-134 176 Exceptional Verisium×3Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 11 Molten ShowerGrants Skill: Level 11 Molten Shower
  • Hits with this Weapon have 5 % chance to Trigger Molten Shower per 25 StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    Hits with this Weapon have 5 % chance to Trigger Molten Shower per 25 StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (80-120) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (80-120) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (5-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (5-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(15-25) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(15-25) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • 5 to 10 Added AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg per 25 StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    5 to 10 Added AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage per 25 StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • local display grants level X molten shower [1]local display grants level X molten shower [1]
Molten Shower

Attack · Level 11

  • Attack
  • AoE
  • Projectile
  • Trigger
  • Fire

Req: Level 90+

FiresFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
molten ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.
FiresFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
molten ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.

  • Level: 11 - 20Level: 11 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cooldown: 0.25 s ((3 - 6) Times)Cooldown Time: 0.25 s ((3 - 6) Times)
  • Atk Dmg: (50 - 132)% of baseAttack Damage: (50 - 132)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 4 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 4 metres per Second
  • Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
    Converts 80 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
  • FiresFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    4 ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    FiresFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    4 ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • Explosion radius is 1 metreExplosion radius is 1 metre
  • This Attack is Triggered by Brutus' Lead SprinklerThis Attack is Triggered by Brutus' Lead Sprinkler
  • q20: (0 - 20) % inc. Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
    (0 - 20) % increased Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate

Serle's Grit Lv. 47+

Serle's Grit

Base stats

Base
Kalguuran ForgehammerKalguuran Forgehammer
Phys. DmgPhysical Damage
60-10660-106
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.451.45
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 47 60-1065.00%1.45 120
Runeforged 65 86-1505%1.75 207 Verisium×1500Uhtred's Crest of the Chalice×1
Runeforged 65 125-2145%1.45 246 Verisium×1500Uhtred's Crest of the Chalice×1
Runeforged 65 86-15010%1.45 171 Verisium×1500Uhtred's Crest of the Chalice×1
Runeforged 65 86-1505%1.45 171 Verisium×1500Uhtred's Crest of the Chalice×1
Runeforged details
  • +(100 — 150) to maximum Runic Ward
  • Grants Skill: Level 12 Runic TemperingGrants Skill: Level 12 Runic Tempering
  • Has 3 SocketsHas 3 Sockets
  • Maximum QualityQuality

    Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%. Martial Weapons gain 1% more Physical damage per Quality. Armours gain 1% more Armour , Evasion , Energy Shield and Runic Ward per Quality. Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item. Flasks gain 1% more Life and Mana recovery per Quality. Charms gain 1% increased duration per Quality. Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
    is 40 %
    Maximum QualityQuality

    Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%. Martial Weapons gain 1% more Physical damage per Quality. Armours gain 1% more Armour , Evasion , Energy Shield and Runic Ward per Quality. Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item. Flasks gain 1% more Life and Mana recovery per Quality. Charms gain 1% increased duration per Quality. Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
    is 40 %
  • Adds (23-30) to (35-55) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (23-30) to (35-55) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Skills which EmpowerEmpower

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    an AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    have (10-20) % chance to not count that AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Skills which EmpowerEmpower

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    an AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    have (10-20) % chance to not count that AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • (40-50) to (80-100) added PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage per Runic Plate
    (40-50) to (80-100) added PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage per Runic Plate
Runic Tempering

Channelling · Level 12

  • Channelling

Req: Level 90+

Channel to imbue your armour with Runic Plates. When you are HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
while you have these plates, some of the damage you would take will be prevented, and this skill will cause backlash, dealing your ThornsThorns

Thorns damage is a kind of HitHit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against MeleeMelee Attack Hits , dealing your Thorns damage to the enemy that HitHit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
damage in an area around your attacker.
Channel to imbue your armour with Runic Plates. When you are HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
while you have these plates, some of the damage you would take will be prevented, and this skill will cause backlash, dealing your ThornsThorns

Thorns damage is a kind of HitHit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against MeleeMelee Attack Hits , dealing your Thorns damage to the enemy that HitHit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
damage in an area around your attacker.

  • Level: 12 - 20Level: 12 - 20
  • Cost: (2.9 - 19.65) Mana/sCost: (2.9 - 19.65) Mana per second
  • Cooldown: 5.00 sCooldown Time: 5.00 s
  • Backlash radius is 1.9 mBacklash radius is 1.9 metres
  • Can backlash once every 0.4 secondsCan backlash once every 0.4 seconds
  • You take 10 % less Dmg from Hits while you have Runic PlatesYou take 10 % less Damage from Hits while you have Runic Plates
  • A Runic Plate is lost for every 5 backlashesA Runic Plate is lost for every 5 backlashes
  • Maximum 4 Runic PlatesMaximum 4 Runic Plates

Seeing Stars Lv. 54+

Seeing Stars

Base stats

Base
Marching MaceMace

Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or FireFire damage.
Marching MaceMace

Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or FireFire damage.
StrStrength
96
Phys. DmgPhysical Damage
33-6933-69
Elem. DmgElemental Damage
26-4226-42
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.571.57
Version Lvl Ph.dmg El.dmg Crit. % APS DPS Recipe
Base 54 33-6926-425.00%1.57 133
Runeforged 65 46-9626-427.5%1.57 165 Verisium×1140Exceptional Verisium×5Uhtred's Crest of the Chalice×1
  • Adds (24-31) to (36-46) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    Adds (24-31) to (36-46) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Adds (1-5) to (66-90) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    Adds (1-5) to (66-90) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • (10-20) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-20) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered Skills.
    Generation is doubled
    EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered Skills.
    Generation is doubled

Nebuloch Lv. 55+

Nebuloch

Base stats

Base
Execratus HammerExecratus Hammer
StrStrength
97
Phys. DmgPhysical Damage
80-13380-133
Chaos Damage
33-4833-48
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.451.45
Version Lvl Ph.dmg Ch.dmg Crit. % APS DPS Recipe
Base 55 80-13333-485.00%1.45 213
  • Adds (39-48) to (69-79) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (39-48) to (69-79) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(20-30) % to Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    +(20-30) % to Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • Adds (25-36) to (44-55) ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage
    Adds (25-36) to (44-55) ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    consume an Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    to Critically HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    consume an Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    to Critically HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
  • Take 100 ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage per second per Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Take 100 ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage per second per Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.

Olrovasara Lv. 65+

Olrovasara

Base stats

Base
Torment ClubTorment Club
StrStrength
114
Phys. DmgPhysical Damage
44-7344-73
Lightning Damage
1-661-66
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.701.70
Version Lvl Ph.dmg Li.dmg Crit. % APS C.dmg DPS Recipe Version details
Base 65 44-731-665.00%1.70- 156
Runemastered 65 -1-665%1.744-209 272 Exceptional Verisium×15Olroth's Crest of the Sun×1
Runemastered details
  • 100 % of Lightning Damage Converted to Cold Damage
Runemastered 65 44-731-665%1.7- 156 Exceptional Verisium×15Olroth's Crest of the Sun×1
Runemastered details
  • Skills Gain (4 — 6) % of damage as Extra Lightning damage per 50 Runic Ward Cost
Runemastered 65 44-731-665%1.7- 156 Exceptional Verisium×15Olroth's Crest of the Sun×1
Runemastered details
  • +(1.5 — 2) metres to Melee Strike Range
Runemastered 65 -86-4695%1.7- 472 Exceptional Verisium×15Olroth's Crest of the Sun×1
  • Adds 1 to (60-80) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    Adds 1 to (60-80) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • +(300-400) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(300-400) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (5-30) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (5-30) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • On HittingHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    an enemy, gains max added LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage equal to | the enemy's PowerPower

    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
    for 20 seconds, up to a total of 500
    On HittingHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    an enemy, gains maximum added LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage equal to | the enemy's PowerPower

    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
    for 20 seconds, up to a total of 500

Sadist's Mercy Lv. 67+

Sadist's Mercy

Base stats

Base
Flanged MaceMace

Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or FireFire damage.
Flanged MaceMace

Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or FireFire damage.
StrStrength
134
Phys. DmgPhysical Damage
154-229154-229
Crit. %Critical Hit Chance
12.34%12.34%
APSAttacks per Second
1.881.88
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 67 154-22912.34%1.88 360
  • Grants Skill: Level 16 Harbinger of MadnessGrants Skill: Level 16 Harbinger of Madness
  • (240-300) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (240-300) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(5-8) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(5-8) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • (14-22) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (14-22) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with this Weapon inflict (2-5) Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%. Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target. A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with this Weapon inflict (2-5) Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%. Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target. A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have additional PowerPower

    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
    equal to their Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%. Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target. A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have additional PowerPower

    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
    equal to their Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%. Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target. A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
Harbinger of Madness

Buff · Level 16

  • Buff
  • Persistent
  • AoE
  • Physical

Req: Level 90+

Draws out the latent fears of enemies you kill and Rare or Unique enemies you HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
, turning them into unstable apparitions which charge towards enemies and then explode.
Draws out the latent fears of enemies you kill and Rare or Unique enemies you HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
, turning them into unstable apparitions which charge towards enemies and then explode.

  • Level: 16 - 20Level: 16 - 20
  • Deals (181 - 319) to (272 - 478) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (181 - 319) to (272 - 478) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Explosion radius is 2 mExplosion radius is 2 metres
  • Unstable Apparitions spawned from slain enemies deal 8 % of that enemy's Life as added unscalable PhysicalPhysical

    10% increased Physical Damage
    damage
    Unstable Apparitions spawned from slain enemies deal 8 % of that enemy's Life as added unscalable PhysicalPhysical

    10% increased Physical Damage
    damage
  • Unstable Apparitions deal 5 % more damage per Power of the enemy they're drawn fromUnstable Apparitions deal 5 % more damage per Power of the enemy they're drawn from
  • Draws out an Unstable Apparition from Rare or Unique enemies you HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Draws out an Unstable Apparition from Rare or Unique enemies you HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Draws out an Unstable Apparition from enemies you kill with MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
    Hits , no more than once every 0.05 seconds
    Draws out an Unstable Apparition from enemies you kill with MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
    Hits , no more than once every 0.05 seconds

The Blood Thorn Lv. 1+

The Blood Thorn

Base stats

Base
Wrapped QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Wrapped QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Phys. DmgPhysical Damage
15-2915-29
Crit. %Critical Hit Chance
10.00%10.00%
APSAttacks per Second
1.401.40
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 1 15-2910.00%1.40 30.8
Runeforged 38 101-17210%1.4 191 Verisium×225Medved's Crest of the Circle×1
Runeforged details
  • 50 % increased Magnitude of Bleeding you inflict
  • Adds (8-12) to (16-18) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (8-12) to (16-18) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Causes BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Causes BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (4-5) to (8-10) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (4-5) to (8-10) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage

Pillar of the Caged God Lv. 4+

Pillar of the Caged God

Base stats

Base
Long QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Long QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
DexDexterity
9
Phys. DmgPhysical Damage
9-189-18
Crit. %Critical Hit Chance
10.00%10.00%
APSAttacks per Second
1.401.40
Version Lvl Ph.dmg Crit. % APS C.dmg DPS Recipe
Base 4 9-1810.00%1.40- 18.9
Runeforged 38 21-4310%1.41- 45.1 Verisium×425Vorana's Crest of the Scythe×1
Runemastered 55 -10%1.4143-89 93.1 Exceptional Verisium×10Olroth's Crest of the Sun×1
  • 16 % inc. MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range with this weapon
    16 % increased MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range with this weapon
  • 1 % inc. AoE for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    per 10 IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    1 % increased Area of Effect for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    per 10 IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • 1 % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed per 10 DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    1 % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed per 10 DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • 10 % inc. Weapon Dmg per 10 StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    10 % increased Weapon Damage per 10 StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.

The Sentry Lv. 11+

The Sentry

Base stats

Base
Gothic QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Gothic QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
DexDexterity
18
IntIntelligence
9
Fire Damage
32-4432-44
Crit. %Critical Hit Chance
12.00%12.00%
APSAttacks per Second
1.401.40
Ezomyte
Version Lvl F.dmg Crit. % APS DPS Recipe Version details
Base 11 32-4412.00%1.40 53.2
Runeforged 38 112-17812%1.4 203 Verisium×200Medved's Crest of the Circle×1
Runemastered 55 150-24012%1.4 273 Verisium×3500Uhtred's Crest of the Chalice×1
Runemastered details
  • Ignites you inflict deal Damage (30 — 40) % faster
  • No PhysicalPhysical

    10% increased Physical Damage
    Dmg
    No PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Adds (25-32) to (40-50) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    Adds (25-32) to (40-50) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • +(30-50) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(30-50) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +20 % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +20 % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 100 % inc. FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    100 % increased FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • 30 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    30 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.

Matsya Lv. 20+

Matsya

Base stats

Base
Crescent QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Crescent QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
DexDexterity
30
IntIntelligence
14
Phys. DmgPhysical Damage
19-3919-39
Elem. DmgElemental Damage
9-139-13
Crit. %Critical Hit Chance
13.37%13.37%
APSAttacks per Second
1.721.72
Version Lvl Ph.dmg El.dmg Crit. % APS C.dmg Li.dmg DPS Recipe
Base 20 19-399-1313.37%1.72-- 68.8
Runeforged 40 -9-1313%1.7348-9440-108 270 Verisium×920Uhtred's Crest of the Chalice×1
  • Adds (6-9) to (10-15) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    Adds (6-9) to (10-15) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • Adds 1 to (19-29) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    Adds 1 to (19-29) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • +(3-5) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(3-5) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • (15-20) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (15-20) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • (25-40) % inc. Mana Regeneration Rate(25-40) % increased Mana Regeneration Rate
  • Skills reserve 50% less 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 Skills that are active in specific Weapon Sets .
    Skills reserve 50% less 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 Skills that are active in specific Weapon Sets .

Nazir's Judgement Lv. 28+

Nazir's Judgement

Base stats

Base
Steelpoint QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Steelpoint QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
DexDexterity
41
IntIntelligence
18
Phys. DmgPhysical Damage
54-11254-112
Crit. %Critical Hit Chance
10.00%10.00%
APSAttacks per Second
1.401.40
Corrupted
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 28 54-11210.00%1.40 116
Runeforged 40 116-22810%1.4 241 Verisium×320Medved's Crest of the Circle×1
  • Adds (30-36) to (75-81) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (30-36) to (75-81) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(50-100) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(50-100) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (10-20) % inc. 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Dur.
    (10-20) % increased 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Duration
  • DazesDazes

    Some skills and effects have a chance to apply Daze to enemies on Hit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    DazesDazes

    Some skills and effects have a chance to apply Daze to enemies on Hit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (35-50) % inc. MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Dmg against Heavy StunnedHeavy Stunned

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    enemies
    (35-50) % increased MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Damage against Heavy StunnedHeavy Stunned

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    enemies

Duality Lv. 65+

Duality

Base stats

Base
Warding QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Warding QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
DexDexterity
127
IntIntelligence
50
Phys. DmgPhysical Damage
187-312187-312
Crit. %Critical Hit Chance
10.00%10.00%
APSAttacks per Second
1.601.60
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 65 187-31210.00%1.60 399
Runemastered 65 187-31232%1.82 454 Exceptional Verisium×20Olroth's Crest of the Sun×1
Runemastered 65 187-31237%1.6 399 Exceptional Verisium×20Olroth's Crest of the Sun×1
Runemastered 65 312-51732%1.6 663 Exceptional Verisium×20Olroth's Crest of the Sun×1
  • +(30-50) to max WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    +(30-50) to maximum Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
  • (200-300) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (200-300) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(20-30) % to Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    +(20-30) % to Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • (12-22) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (12-22) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • Gain FinalityFinality

    Finality is a Buff that grants 100% increased Critical Hit Chance with Final Strikes , and makes your Strike skills skip to their Final Strike if they have one. Skills cannot gain Combo while you have Finality.
    for 0.5 seconds per 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 Strike 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 .
    expended when using Skills
    Gain FinalityFinality

    Finality is a Buff that grants 100% increased Critical Hit Chance with Final Strikes , and makes your Strike skills skip to their Final Strike if they have one. Skills cannot gain Combo while you have Finality.
    for 0.5 seconds per 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 Strike 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 .
    expended when using Skills
  • Gain (500-1000) GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    for 0.5 seconds per 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 Strike 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 .
    expended when using Skills
    Gain (500-1000) GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    for 0.5 seconds per 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 Strike 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 .
    expended when using Skills

Collapsing Horizon Lv. 65+

Collapsing Horizon

Base stats

Base
Wyrm QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Wyrm QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
DexDexterity
89
IntIntelligence
36
Phys. DmgPhysical Damage
57-9457-94
Crit. %Critical Hit Chance
18.02%18.02%
APSAttacks per Second
1.401.40
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 65 57-9418.02%1.40 106
  • +(5-10) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(5-10) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(2-4) to Level of all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    Skills
    +(2-4) to Level of all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    Skills
  • 100 % inc. Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    100 % increased Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
  • TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    skills refund half of EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered Skills.
    spent
    TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    skills refund half of EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered Skills.
    spent

The Dark Defiler Lv. 1+

The Dark Defiler

Base stats

Base
Rattling SceptreRattling Sceptre
Spirit
100100
Version Lvl Spirit Recipe
Base 1 100
  • Grants Skill: Skeletal WarriorGrants Skill: Skeletal Warrior
  • +(20-30) to max Mana+(20-30) to maximum Mana
  • +(5-10) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(5-10) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • (10-30) % inc. Mana Regeneration Rate(10-30) % increased Mana Regeneration Rate
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    5 % of Dmg as ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg per Undead MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    5 % of Damage as ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage per Undead MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
Skeletal Warrior

Minion

  • Minion
  • Persistent
  • Physical

Req: Level 90+

Activate to summon RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Warriors.
Activate to summon RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Skeletal Warriors.

  • Level: 1 - 20Level: 1 - 20
  • Reservation: (60 - 20) SpiritReservation: (60 - 20) Spirit
  • First 2 minions summoned have no base spirit reservationFirst 2 minions summoned have no base spirit reservation
  • q20: Minions have (0 - 20) % more Maximum LifeMinions have (0 - 20) % more Maximum Life

Font of Power Lv. 16+

Font of Power

Base stats

Base
Omen SceptreOmen Sceptre
StrStrength
12
IntIntelligence
25
Spirit
133133
Version Lvl Spirit Recipe
Base 16 133
  • Grants Skill: MaliceGrants Skill: Malice
  • (30-50) % inc. 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 Skills that are active in specific Weapon Sets .
    (30-50) % increased 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 Skills that are active in specific Weapon Sets .
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • (20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
  • When a Party Member in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Casts a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    , you | SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy 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.
    20 % of Mana and they Leech that ManaLeech that Mana

    When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
    When a Party Member in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Casts a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    , you | SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy 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.
    20 % of Mana and they Leech that ManaLeech that Mana

    When you deal damage with a Hit , Mana Leech causes you to recover an amount of Mana to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Mana Leech at a time, and all Mana Leech is removed when Mana is filled.
Malice

Buff

  • Buff
  • Persistent
  • Aura
  • Duration

Req: Level 90+

While active, emits an Aura that continuously inflicts Critical WeaknessCritical_Weakness

CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
on enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
While active, emits an Aura that continuously inflicts Critical WeaknessCritical_Weakness

CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
on enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Level: 5 - 20Level: 5 - 20
  • Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is 4 seconds
    Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is 4 seconds
  • Applies Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    to enemies every (0.51 - 0.7) seconds
    Applies Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    to enemies every (0.51 - 0.7) seconds
  • q20: Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is (0 - 1) second
    Critical WeaknessCritical_Weakness

    CriticalCritical Weakness causes hits against affected targets to have +0.5% to CriticalCritical HitHit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    duration is (0 - 1) second

Sacred Flame Lv. 55+

Sacred Flame

Base stats

Base
Shrine SceptreShrine Sceptre
StrStrength
17
IntIntelligence
38
Spirit
100100
Version Lvl Spirit Recipe
Base 55 100
  • Grants Skill: Purity of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Grants Skill: Purity of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (40-60) % of Dmg as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (40-60) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Regenerate (2-3) % of their Maximum Life per second
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Regenerate (2-3) % of their Maximum Life per second
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (20-30) % of Dmg as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (20-30) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Resist Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    based on their Lowest ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Resist Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    based on their Lowest ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Purity of Fire

Buff

  • Buff
  • Persistent
  • Aura
  • Fire

Req: Level 90+

Emit an Aura that boosts the FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
ResistanceResistances

Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
ResistanceResistances

Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Level: 13 - 20Level: 13 - 20
  • Aura grants +(34 - 41) % to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(34 - 41) % to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • q20: Aura grants +(0 - 8) % to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(0 - 8) % to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Sylvan's Effigy Lv. 62+

Sylvan's Effigy

Base stats

Base
Stoic SceptreStoic Sceptre
IntIntelligence
12
Spirit
160160
Version Lvl Spirit Recipe
Base 62 160
  • Grants Skill: DisciplineGrants Skill: Discipline
  • Grants Skill: Level 14 Azmerian WolfGrants Skill: Level 14 Azmerian Wolf
  • (50-75) % inc. 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 Skills that are active in specific Weapon Sets .
    (50-75) % increased 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 Skills that are active in specific Weapon Sets .
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Regenerate (50-100) Life per second
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Regenerate (50-100) Life per second
  • +(6-12) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(6-12) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    deal (50-100) % inc. damage to your MarkedMarked

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once. Marks can be Activated when specific conditions occur, which will case some extra effect and then Consume the Mark.
    targets
    CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    deal (50-100) % increased damage to your MarkedMarked

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once. Marks can be Activated when specific conditions occur, which will case some extra effect and then Consume the Mark.
    targets
  • You can have any number of CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    of different types
    You can have any number of CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    of different types
  • discipline art variation [1]discipline art variation [1]
Discipline

Buff

  • Buff
  • Persistent
  • Aura

Req: Level 90+

Emit an Aura that grants you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
additional TotalTotal

The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
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.
.
Emit an Aura that grants you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
additional TotalTotal

The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
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.
.

  • Level: 14 - 20Level: 14 - 20
  • Aura grants +(185 - 328) to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Maximum 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.
    Aura grants +(185 - 328) to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Maximum 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.
  • q20: Aura grants (0 - 20) % inc. 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 Rate
    Aura grants (0 - 20) % increased 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 Rate
Azmerian Wolf

Minion · Level 14

  • Minion
  • Companion
  • Persistent
  • Physical

Req: Level 90+

Summons an ancient RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on Command . It MaimsMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
when attacking foes, and can lunge to bite and inflict BleedingBleeding

Bleeding is an Ailment 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.
, or howl to inspire nearby allies.
Summons an ancient RevivingReviving

Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on Command . It MaimsMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
when attacking foes, and can lunge to bite and inflict BleedingBleeding

Bleeding is an Ailment 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.
, or howl to inspire nearby allies.

  • Level: 14 - 20Level: 14 - 20

Minion Info

  • q20: Minions have (0 - 20) % more Maximum LifeMinions have (0 - 20) % more Maximum Life

Command

Cost
(8 - 85) Mana(8 - 85) Mana

Guiding Palm of the Eye Lv. 65+

Guiding Palm of the Eye

Base stats

Base
Shrine SceptreShrine Sceptre
StrStrength
17
IntIntelligence
38
Spirit
100100
Version Lvl Spirit Recipe
Base 65 100
  • Grants Skill: Purity of IceGrants Skill: Purity of Ice
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    25 % of Dmg as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    25 % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    deal (15-23) to (28-35) added AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    deal (15-23) to (28-35) added AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • 50 % of your Base Life Regeneration is granted to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    50 % of your Base Life Regeneration is granted to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • 25 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    25 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Grants effect of Guided Freezing ShrineGuided Freezing Shrine

    Freezing shards fire around you in a spiral when in range of enemies.
    Grants effect of Guided Freezing ShrineGuided Freezing Shrine

    Freezing shards fire around you in a spiral when in range of enemies.
Purity of Ice

Buff

  • Buff
  • Persistent
  • Aura
  • Cold

Req: Level 90+

Emit an Aura that boosts the ColdCold

Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
ResistanceResistances

Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the ColdCold

Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
ResistanceResistances

Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Level: 15 - 20Level: 15 - 20
  • Aura grants +(36 - 41) % to ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(36 - 41) % to ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • q20: Aura grants +(0 - 8) % to ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(0 - 8) % to ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Guiding Palm of the Heart Lv. 65+

Guiding Palm of the Heart

Base stats

Base
Shrine SceptreShrine Sceptre
StrStrength
17
IntIntelligence
38
Spirit
100100
Version Lvl Spirit Recipe
Base 65 100
  • Grants Skill: Purity of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Grants Skill: Purity of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    25 % of Dmg as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    25 % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    deal (15-23) to (28-35) added AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    deal (15-23) to (28-35) added AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • 50 % of your Base Life Regeneration is granted to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    50 % of your Base Life Regeneration is granted to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • 25 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    25 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Grants effect of Guided Meteoric ShrineGuided Meteoric Shrine

    Meteors rain down around you when in range of enemies.
    Grants effect of Guided Meteoric ShrineGuided Meteoric Shrine

    Meteors rain down around you when in range of enemies.
Purity of Fire

Buff

  • Buff
  • Persistent
  • Aura
  • Fire

Req: Level 90+

Emit an Aura that boosts the FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
ResistanceResistances

Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
ResistanceResistances

Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Level: 15 - 20Level: 15 - 20
  • Aura grants +(36 - 41) % to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(36 - 41) % to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • q20: Aura grants +(0 - 8) % to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(0 - 8) % to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Guiding Palm of the Mind Lv. 65+

Guiding Palm of the Mind

Base stats

Base
Shrine SceptreShrine Sceptre
StrStrength
17
IntIntelligence
38
Spirit
100100
Version Lvl Spirit Recipe
Base 65 100
  • Grants Skill: Purity of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Grants Skill: Purity of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    25 % of Dmg as Extra LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    25 % of Damage as Extra LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    deal 1 to (56-70) added AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    deal 1 to (56-70) added AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • 50 % of your Base Life Regeneration is granted to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    50 % of your Base Life Regeneration is granted to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • 25 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    25 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Grants effect of Guided Tempest ShrineGuided Tempest Shrine

    Lightning bolts strike the ground around you when in range of enemies.
    Grants effect of Guided Tempest ShrineGuided Tempest Shrine

    Lightning bolts strike the ground around you when in range of enemies.
Purity of Lightning

Buff

  • Buff
  • Persistent
  • Aura
  • Lightning

Req: Level 90+

Emit an Aura that boosts the 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.
ResistanceResistances

Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the 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.
ResistanceResistances

Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Level: 15 - 20Level: 15 - 20
  • Aura grants +(36 - 41) % to 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.
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(36 - 41) % to 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.
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • q20: Aura grants +(0 - 8) % to 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.
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(0 - 8) % to 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.
    ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Palm of the Dreamer Lv. 65+

Palm of the Dreamer

Base stats

Base
Shrine SceptreShrine Sceptre
StrStrength
17
IntIntelligence
38
Spirit
100100
Corrupted
Version Lvl Spirit Recipe
Base 65 100
  • Grants Skill: ImpurityGrants Skill: Impurity
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    deal (13-17) to (25-37) added AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    deal (13-17) to (25-37) added AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage
  • +(7-13) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(7-13) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • 23 % reduced Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    23 % reduced Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • (-13-13) % reduced Skill Effect Dur.(-13-13) % reduced Skill Effect Duration
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    27 % of Dmg as Extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    27 % of Damage as Extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage
  • Grants effect of Dreaming Gloom ShrineDreaming Gloom Shrine

    Slain enemies explode, dealing Chaos damage equal to a quarter of their maximum Life.
    Grants effect of Dreaming Gloom ShrineDreaming Gloom Shrine

    Slain enemies explode, dealing Chaos damage equal to a quarter of their maximum Life.
Impurity

Buff

  • Buff
  • Persistent
  • Aura
  • Chaos

Req: Level 90+

Emit an Aura that boosts the Chaos ResistanceResistances

Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
Emit an Aura that boosts the Chaos ResistanceResistances

Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
of you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Level: 15 - 20Level: 15 - 20
  • Aura grants +(24 - 29) % to Chaos ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(24 - 29) % to Chaos ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • q20: Aura grants +(0 - 6) % to Chaos ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Aura grants +(0 - 6) % to Chaos ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Splinter of Lorrata Lv. 1+

Splinter of Lorrata

Base stats

Base
Hardwood SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Hardwood SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Phys. DmgPhysical Damage
8-168-16
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.601.60
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 1 8-165.00%1.60 19.2
Runeforged 40 27-525%1.6 63.2 Exceptional Verisium×35Olroth's Crest of the Sun×1
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • Adds (2-3) to (6-8) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (2-3) to (6-8) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Deal no Ele.DmgElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    Deal no Elemental DamageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
  • 20 % inc. MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range with this weapon
    20 % increased MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range with this weapon
  • Any number of PoisonsPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    from this Weapon can affect a target at the same time
    Any number of PoisonsPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    from this Weapon can affect a target at the same time
  • Always PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with this weapon
    Always PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with this weapon
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 1 - 20Level: 1 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres

Tyranny's Grip Lv. 5+

Tyranny's Grip

Base stats

Base
Ironhead SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Ironhead SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
DexDexterity
10
Phys. DmgPhysical Damage
23-3123-31
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.391.39
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 5 23-315.00%1.39 37.5
Runeforged 38 102-1385%1.39 167 Verisium×225Medved's Crest of the Circle×1
Runemastered 55 240-3245%1.09 307 Verisium×860Vorana's Crest of the Scythe×1
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • (150-200) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (150-200) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(15-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(15-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • StrikesStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    deal Splash DmgSplash Damage

    Strike Skills can be made to deal Splash damage when hitting an enemy, causing an additional Hit to other enemies around the one hit by the Strike . The base radius of Splash damage is 1.5 metres.
    StrikesStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    deal Splash DamageSplash Damage

    Strike Skills can be made to deal Splash damage when hitting an enemy, causing an additional Hit to other enemies around the one hit by the Strike . The base radius of Splash damage is 1.5 metres.
  • Knocks BackKnocks Back

    Knockback pushes Enemies away when Hit .
    Enemies on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Knocks BackKnocks Back

    Knockback pushes Enemies away when Hit .
    Enemies on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Cannot use ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Cannot use ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 2 - 20Level: 2 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres

Chainsting Lv. 10+

Chainsting

Base stats

Base
Hunting SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Hunting SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
StrStrength
9
DexDexterity
17
Phys. DmgPhysical Damage
27-4327-43
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.711.71
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 10 27-435.00%1.71 59.9
Runeforged 38 82-1345%1.71 185 Verisium×220Medved's Crest of the Circle×1
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • (15-25) % chance to MaimMaim

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (15-25) % chance to MaimMaim

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Adds (13-17) to (22-28) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (13-17) to (22-28) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(100-150) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(100-150) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • 10 % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    10 % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with this Weapon ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as Immobilised .
    Buildup
    All DamageAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with this Weapon ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to PinPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as Immobilised .
    Buildup
  • (20-30) % inc. ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed with this Weapon
    (20-30) % increased ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed with this Weapon
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 4 - 20Level: 4 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres

Skysliver Lv. 16+

Skysliver

Base stats

Base
Winged SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Winged SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
StrStrength
12
DexDexterity
25
Lightning Damage
1 or 851 or 85
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.961.96
Corrupted
Version Lvl Li.dmg Crit. % APS DPS Recipe
Base 16 1 or 855.00%1.96 -
Runeforged 40 1-2105%1.95 206 Verisium×395Vorana's Crest of the Scythe×1
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • No PhysicalPhysical

    10% increased Physical Damage
    Dmg
    No PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Adds 1 to (80-120) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    Adds 1 to (80-120) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • (15-30) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (15-30) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • (50-100) % inc. chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    (50-100) % increased chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
  • Rolls only the min or max Dmg valueRolls only the minimum or maximum Damage value

    Hits from a weapon or skill with this property will not roll a random value between the minimum or maximum damage value, but instead will always roll either the minimum value or the maximum value, with a 50% chance for each. Each Damage Type has its damage value rolled separately, so if the hit deals multiple types of damage, some types may roll the maximum while others roll minimum. If the damage rolls are Lucky , that will still apply, make this roll twice and picking the maximum if either roll had that result, only picking minimum damage if both rolls selected minimum. Unlucky damage rolls will prefer minimum damage in the same way.
    for each Dmg TypeAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    Rolls only the minimum or maximum Damage valueRolls only the minimum or maximum Damage value

    Hits from a weapon or skill with this property will not roll a random value between the minimum or maximum damage value, but instead will always roll either the minimum value or the maximum value, with a 50% chance for each. Each Damage Type has its damage value rolled separately, so if the hit deals multiple types of damage, some types may roll the maximum while others roll minimum. If the damage rolls are Lucky , that will still apply, make this roll twice and picking the maximum if either roll had that result, only picking minimum damage if both rolls selected minimum. Unlucky damage rolls will prefer minimum damage in the same way.
    for each Damage TypeAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 5 - 20Level: 5 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres

Daevata's Wind Lv. 21+

Daevata's Wind

Base stats

Base
War SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
War SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
StrStrength
14
DexDexterity
31
Phys. DmgPhysical Damage
29-5129-51
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.891.89
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 21 29-515.00%1.89 75.6
Runeforged 40 72-1225%1.89 183 Verisium×295Medved's Crest of the Circle×1
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • (25-35) % inc. ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed with this Weapon
    (25-35) % increased ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed with this Weapon
  • Adds (10-15) to (21-26) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (10-15) to (21-26) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +100 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +100 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • (10-20) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-20) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • (30-60) % inc. MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Dmg if you've dealt a ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    in the past eight seconds
    (30-60) % increased MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Damage if you've dealt a ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    in the past eight seconds
  • (30-60) % inc. ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Dmg if you've dealt a MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    in the past eight seconds
    (30-60) % increased ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Damage if you've dealt a MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    in the past eight seconds
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 6 - 20Level: 6 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres

Tangletongue Lv. 26+

Tangletongue

Base stats

Base
Forked SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Forked SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
StrStrength
17
DexDexterity
38
Phys. DmgPhysical Damage
28-7228-72
Crit. %Critical Hit Chance
10.76%, 10.76%10.76%, 10.76%
APSAttacks per Second
1.551.55
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 26 28-7210.76%, 10.76%1.55 77.5
Runeforged 55 23-9113%1.6 91.2 Exceptional Verisium×30Olroth's Crest of the Sun×1
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • Adds (14-18) to (30-36) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (14-18) to (30-36) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(5-8) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(5-8) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(15-25) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(15-25) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • Bifurcates Critical HitsBifurcates Critical Hits

    Hits with this weapon roll against their Critical Hit chance twice when determining if they are a Critical Hit . If either roll succeeds, the hit will be a Critical Hit , and thus the Critical Damage Bonus will apply as normal. If both rolls succeed, the hit will be a Critical Hit , and the Critical Damage Bonus will apply twice to that Hit. If a modifier makes your Critical Hit Chance Lucky , that Luck will apply individually to both of these rolls.
    Bifurcates Critical HitsBifurcates Critical Hits

    Hits with this weapon roll against their Critical Hit chance twice when determining if they are a Critical Hit . If either roll succeeds, the hit will be a Critical Hit , and thus the Critical Damage Bonus will apply as normal. If both rolls succeed, the hit will be a Critical Hit , and the Critical Damage Bonus will apply twice to that Hit. If a modifier makes your Critical Hit Chance Lucky , that Luck will apply individually to both of these rolls.
  • 10 % of Skill Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
    10 % of Skill Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 8 - 20Level: 8 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres

Saitha's Spear Lv. 33+

Saitha's Spear

Base stats

Base
Barbed SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Barbed SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
StrStrength
20
DexDexterity
47
Phys. DmgPhysical Damage
40-6940-69
Fire Damage
41-4941-49
Crit. %Critical Hit Chance
6.00%6.00%
APSAttacks per Second
1.501.50
Version Lvl Ph.dmg F.dmg Crit. % APS DPS Recipe
Base 33 40-6941-496.00%1.50 149
Runeforged 55 46.52-80.392.48-144.76%1.5 273 Verisium×1600Uhtred's Crest of the Chalice×1
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    you inflict deals Dmg (10-20) % faster
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    you inflict deals Damage (10-20) % faster
  • Adds (14-26) to (27-32) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (14-26) to (27-32) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Adds (33-41) to (47-53) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    Adds (33-41) to (47-53) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • (15-25) % chance to cause BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (15-25) % chance to cause BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Aggravating any BleedingAggravating any Bleeding

    This effect will occur when a hit with the weapon directly causes at least one Bleeding Debuff on the target to become Aggravated . It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate , or all of them are already Aggravated , since no Bleeding Debuffs will be Aggravated by that hit.
    with this Weapon also Aggravates all IgnitesAggravates all Ignites

    Ignite that has been Aggravated deals 100% extra damage. Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires. Just like Bleeding , each Ignite Debuff can be Aggravated, or not, independently of others on the target.
    on the target
    Aggravating any BleedingAggravating any Bleeding

    This effect will occur when a hit with the weapon directly causes at least one Bleeding Debuff on the target to become Aggravated . It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate , or all of them are already Aggravated , since no Bleeding Debuffs will be Aggravated by that hit.
    with this Weapon also Aggravates all IgnitesAggravates all Ignites

    Ignite that has been Aggravated deals 100% extra damage. Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires. Just like Bleeding , each Ignite Debuff can be Aggravated, or not, independently of others on the target.
    on the target
  • (25-40) % chance to AggravateAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (25-40) % chance to AggravateAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 9 - 20Level: 9 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres

Spire of Ire Lv. 65+

Spire of Ire

Base stats

Base
Helix SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Helix SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
StrStrength
36
DexDexterity
89
Phys. DmgPhysical Damage
37-6837-68
Chaos Damage
191-299191-299
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.841.84
Version Lvl Ph.dmg Ch.dmg Crit. % APS DPS Recipe
Base 65 37-68191-2995.00%1.84 547
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • Grants Skill: Level 15 Chaotic SurgeSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
    Grants Skill: Level 15 Chaotic SurgeSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
  • (15-20) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (15-20) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (10-20) % of PhysicalPhysical

    10% increased Physical Damage
    Dmg as Life
    LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (10-20) % of PhysicalPhysical

    10% increased Physical Damage
    Damage as Life
  • Adds (167-201) to (267-333) ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage
    Adds (167-201) to (267-333) ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage
  • When you Consume a ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Chaotic SurgeSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
    to gain 2 Chaos SurgesSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
    When you Consume a ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Chaotic SurgeSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
    to gain 2 Chaos SurgesSurge

    Elemental Surges are consumed when you use a non- Melee Projectile Attack to suffuse the Projectiles fired by that Attack , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. Projectiles which Split or Fork do not gain the benefits of Surges.
  • Life LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    recovers based on your ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage instead of PhysicalPhysical

    10% increased Physical Damage
    damage
    Life LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    recovers based on your ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage instead of PhysicalPhysical

    10% increased Physical Damage
    damage
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 15 - 20Level: 15 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres
Chaotic Surge

Attack · Level 15

  • Attack
  • AoE
  • Trigger
  • Chaos

Req: Level 90+

Grants your weapon Surges . Non- MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
Attacks with that weapon ConsumeConsume

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.
Surges to cause the ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
fired to explode at the end of their flight.
Grants your weapon Surges . Non- MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
Attacks with that weapon ConsumeConsume

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.
Surges to cause the ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
fired to explode at the end of their flight.

  • Level: 15 - 20Level: 15 - 20
  • Atk Dmg: (50 - 181)% of baseAttack Damage: (50 - 181)% of base
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
  • Cannot ConsumeConsume

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Cannot ConsumeConsume

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • Explosion radius is 1.8 mExplosion radius is 1.8 metres

Atziri's Contempt Lv. 72+

Atziri's Contempt

Base stats

Base
Pronged SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Pronged SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
StrStrength
46
DexDexterity
115
Phys. DmgPhysical Damage
62-18262-182
Elem. DmgElemental Damage
92-12992-129
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.711.71
Version Lvl Ph.dmg El.dmg Crit. % APS DPS Recipe
Base 72 62-18292-1295.00%1.71 398
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • Grants Skill: Level 17 Shattering SpiteGrants Skill: Level 17 Shattering Spite
  • (100-120) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (100-120) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Adds (83-97) to (123-153) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    Adds (83-97) to (123-153) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • Adds 1 to (193-207) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    Adds 1 to (193-207) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • (10-16) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-16) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • (60-80) % inc. PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AoE
    (60-80) % increased PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Area of Effect
  • Spear Skills inflict a Bloodstone Lance on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    , up to a max of 30 on each target
    Spear Skills inflict a Bloodstone Lance on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    , up to a maximum of 30 on each target
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 17 - 20Level: 17 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres
Shattering Spite

Attack · Level 17

  • Attack
  • AoE
  • Physical
  • Lightning
  • Fire

Req: Level 90+

Stamp your spear, destroying all Bloodstone Lances on each enemy in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.
Stamp your spear, destroying all Bloodstone Lances on each enemy in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.

  • Level: 17 - 20Level: 17 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Atk Dmg: (125 - 453)% of baseAttack Damage: (125 - 453)% of base
  • Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
    Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
  • Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +0.35 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time
    +0.35 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time
  • 50 % less Magnitude of Damaging Ailments inflicted50 % less Magnitude of Damaging Ailments inflicted
  • Cannot inflict Bloodstone LancesCannot inflict Bloodstone Lances
  • Life Leech recovers based on this Skill's Elemental damageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    as well as PhysicalPhysical

    10% increased Physical Damage
    damage
    Life Leech recovers based on this Skill's Elemental damageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    as well as PhysicalPhysical

    10% increased Physical Damage
    damage
  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
  • Explosions deal 20 % more Dmg per Bloodstone LanceExplosions deal 20 % more Damage per Bloodstone Lance
  • Explosions with at least 5 Bloodstone Lances have 5 % inc. AoE per Bloodstone LanceExplosions with at least 5 Bloodstone Lances have 5 % increased Area of Effect per Bloodstone Lance
  • Leech 10 % of PhysicalPhysical

    10% increased Physical Damage
    Atk Dmg as Life from Explosions with at least 10 Bloodstone Lances
    Leech 10 % of PhysicalPhysical

    10% increased Physical Damage
    Attack Damage as Life from Explosions with at least 10 Bloodstone Lances
  • Bloodstone Lances are shattered based on 200 % of your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    area
    Bloodstone Lances are shattered based on 200 % of your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    area
  • q20: Explosion radius is (0 - 0.2) mExplosion radius is (0 - 0.2) metres

The Ordained Lv. 79+

The Ordained

Base stats

Base
Grand SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Grand SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
StrStrength
68
DexDexterity
109
Phys. DmgPhysical Damage
155-233155-233
Lightning Damage
1-2931-293
Crit. %Critical Hit Chance
11.02%11.02%
APSAttacks per Second
1.401.40
Version Lvl Ph.dmg Li.dmg Crit. % APS DPS Recipe
Base 79 155-2331-29311.02%1.40 477
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • Grants Skill: Level 18 Righteous DescentGrants Skill: Level 18 Righteous Descent
  • 25 % inc. MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range with this weapon
    25 % increased MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range with this weapon
  • (150-250) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (150-250) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Adds 1 to (200-300) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    Adds 1 to (200-300) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • +(5-8) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(5-8) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • Life LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    recovers based on your LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as well as PhysicalPhysical

    10% increased Physical Damage
    damage
    Life LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    recovers based on your LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as well as PhysicalPhysical

    10% increased Physical Damage
    damage
  • Create a Fragment of DivinityFragment of Divinity

    Fragments of Divinity are Consumed by certain Skills to grant additional effects. Divine Fragments last 10 seconds.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every 4 seconds
    Create a Fragment of DivinityFragment of Divinity

    Fragments of Divinity are Consumed by certain Skills to grant additional effects. Divine Fragments last 10 seconds.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every 4 seconds
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 18 - 20Level: 18 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres
Righteous Descent

Attack · Level 18

  • Attack
  • AoE
  • Melee
  • Slam
  • Physical
  • Lightning
  • Travel

Req: Level 90+

Leap into the air carried by divine wings, damaging enemies with your spear where you land. If there is a Fragment of Divinity near you or the targeted location, this attack will ConsumeConsume

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.
it when you leap to become EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
, dealing more damage and granting life and mana recovery. This skill does not use up its Cooldown when empowered.
Leap into the air carried by divine wings, damaging enemies with your spear where you land. If there is a Fragment of Divinity near you or the targeted location, this attack will ConsumeConsume

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.
it when you leap to become EmpoweredEmpowered

Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
, dealing more damage and granting life and mana recovery. This skill does not use up its Cooldown when empowered.

  • Level: 18 - 20Level: 18 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cooldown: 10.00 sCooldown Time: 10.00 s
  • Atk Dmg: (200 - 724)% of baseAttack Damage: (200 - 724)% of base

Impact

  • Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +2 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time
    +2 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time
  • Impact radius is 2.5 mImpact radius is 2.5 metres
  • Will ConsumeConsume

    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.
    a Fragment of Divinity within 3 m of you or targeted location when you leap to become EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    Will ConsumeConsume

    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.
    a Fragment of Divinity within 3 metres of you or targeted location when you leap to become EmpoweredEmpowered

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
  • q20: Impact radius is (0 - 0.2) mImpact radius is (0 - 0.2) metres

Empowered

Attack Damage
(400 - 1449)%(400 - 1449)%
  • Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • Impact radius is 2.5 mImpact radius is 2.5 metres
  • Does not consume a Cooldown UseDoes not consume a Cooldown Use
  • Recover 10 % of max Life over 2 secondsRecover 10 % of maximum Life over 2 seconds
  • Recover 10 % of max Mana over 2 secondsRecover 10 % of maximum Mana over 2 seconds

Dusk Vigil Lv. 1+

Dusk Vigil

Base stats

Base
Ashen StaffAshen Staff
Ezomyte
  • Grants Skill: FireboltGrants Skill: Firebolt
  • Grants Skill: Level 1 Ember FusilladeGrants Skill: Level 1 Ember Fusillade
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (30-50) % of Dmg as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (30-50) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • (80-120) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (80-120) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) Life per enemy killed
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) Life per enemy killed
  • 25 % inc. Mana Regeneration Rate25 % increased Mana Regeneration Rate
  • TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Ember Fusillade Skill on casting a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Ember Fusillade Skill on casting a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Firebolt

Spell

  • Spell
  • AoE
  • Projectile
  • Fire
  • Repeatable

Req: Level 90+

Launch a fiery ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
towards a target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on impact, damaging foes in a small area.
Launch a fiery ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
towards a target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on impact, damaging foes in a small area.

  • Level: 1 - 20Level: 1 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.90 secCast Time: 0.90 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 8.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 8.00%
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 10.4 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 10.4 metres per Second

Projectile

  • Deals (7 - 290) to (10 - 435) FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Dmg
    Deals (7 - 290) to (10 - 435) FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Damage
  • q20: Inflicts (0 - 20) % more Flammability MagnitudeInflicts (0 - 20) % more Flammability Magnitude

Explosion

  • Explosion radius is 0.7 mExplosion radius is 0.7 metres
Ember Fusillade

Spell · Level 1

  • Spell
  • AoE
  • Projectile
  • Trigger
  • Fire
  • Duration
  • Repeatable

Req: Level 90+

Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. 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.
a 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.
Infusion if possible to cause the entire Fusillade to create beams that ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
to enemies.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. 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.
a 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.
Infusion if possible to cause the entire Fusillade to create beams that ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
to enemies.

  • Tier: 5Tier: 5
  • Level: 1 - 20Level: 1 - 20
  • Cost: (3 - 37) ManaCost: (3 - 37) Mana
  • Cast: 0.40 secCast Time: 0.40 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 7.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 7.00%
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 30 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 30 metres per Second

Projectile

  • Hover duration is 1.3 secondsHover duration is 1.3 seconds
  • Can accumulate up to (6 - 10) Embers Modifiers to number of ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    instead apply to number of Embers accumulated
    Can accumulate up to (6 - 10) Embers Modifiers to number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    instead apply to number of Embers accumulated

Explosion

  • 5 % more Dmg for each previous Ember fired in sequence5 % more Damage for each previous Ember fired in sequence
  • Explosion radius is 0.9 mExplosion radius is 0.9 metres
  • q20: +(0 - 2) % more Dmg for each previous Ember fired in sequence+(0 - 2) % more Damage for each previous Ember fired in sequence

Beam

  • ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    4 times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    4 times
  • Deals (1 - 16) to (10 - 309) 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
    Deals (1 - 16) to (10 - 309) 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
  • q20: ember fusillade damage +% final per ember fired [0,2]ember fusillade damage +% final per ember fired [0,2]

Taryn's Shiver Lv. 2+

Taryn's Shiver

Base stats

Base
Gelid StaffGelid Staff
  • Grants Skill: Freezing ShardsGrants Skill: Freezing Shards
  • (80-120) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (80-120) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • 30 % inc. FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    30 % increased FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
  • Enemies FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    by you take 100 % inc. Dmg
    Enemies FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    by you take 100 % increased Damage
Freezing Shards

Spell

  • Spell
  • Projectile
  • Cold
  • Repeatable

Req: Level 90+

Launch icy ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
in a sweeping arc. Multiple ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
can hit the same enemy.
Launch icy ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
in a sweeping arc. Multiple ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
can hit the same enemy.

  • Level: 1 - 20Level: 1 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 1.20 secCast Time: 1.20 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 11.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 11.00%
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 16 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 16 metres per Second
  • Deals (2 - 64) to (3 - 96) ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Dmg
    Deals (2 - 64) to (3 - 96) ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Damage
  • 100 % more FreezeFreeze

    Freeze is an Ailment 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 .
    Buildup
    100 % more FreezeFreeze

    Freeze is an Ailment 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 .
    Buildup
  • FiresFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    5 ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    FiresFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    5 ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • q20: FiresFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    +(0 - 1) ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    FiresFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    +(0 - 1) ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.

Earthbound Lv. 2+

Earthbound

Base stats

Base
Voltaic StaffVoltaic Staff
  • Grants Skill: 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.
    Bolt
    Grants Skill: 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.
    Bolt
  • Grants Skill: Level 1 SparkGrants Skill: Level 1 Spark
  • (80-120) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (80-120) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • (20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
  • (20-40) % inc. chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    (20-40) % increased chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
  • TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Spark Skill on killing a ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Enemy
    TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Spark Skill on killing a ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Enemy
Lightning Bolt

Spell

  • Spell
  • AoE
  • Lightning
  • Repeatable
  • Trigger

Req: Level 90+

Call down a Shocking bolt of 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.
to strike enemies in a small area.
Call down a Shocking bolt of 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.
to strike enemies in a small area.

  • Level: 1 - 20Level: 1 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.85 secCast Time: 0.85 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 10.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 10.00%
  • Deals (3 - 30) to (13 - 565) 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
    Deals (3 - 30) to (13 - 565) 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
  • 200 % more chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    200 % more chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • q20: (0 - 40) % more chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    (0 - 40) % more chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
Spark

Spell · Level 1

  • Spell
  • Projectile
  • Trigger
  • Lightning
  • Cold
  • Duration
  • Repeatable

Req: Level 90+

Launch a spray of sparking ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
that travel erratically along the ground until they hit an enemy or expire. 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.
a ColdCold

Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
Infusion if possible to fire many sparks in a circle.
Launch a spray of sparking ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
that travel erratically along the ground until they hit an enemy or expire. 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.
a ColdCold

Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
Infusion if possible to fire many sparks in a circle.

  • Tier: 1Tier: 1
  • Level: 1 - 20Level: 1 - 20
  • Cost: (5 - 56) ManaCost: (5 - 56) Mana
  • Cast: 0.70 secCast Time: 0.70 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 9.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 9.00%
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 10 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 10 metres per Second

Base

  • Deals (1 - 11) to (10 - 216) 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
    Deals (1 - 11) to (10 - 216) 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
  • FiresFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    (4 - 9) ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    FiresFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    (4 - 9) ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    duration is 2 seconds
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    duration is 2 seconds
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    fired at the same time can HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    the same target no more than once every 0.66 seconds
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    fired at the same time can HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    the same target no more than once every 0.66 seconds
  • q20: (0 - 30) % inc. ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed
    (0 - 30) % increased ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed

Cold-Infused

Critical Hit Chance
11.00%11.00%
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    duration is 2 seconds
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    duration is 2 seconds
  • +0.5 seconds to Cast+0.5 seconds to Cast Time
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    fired at the same time can HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    the same target no more than once every 0.66 seconds
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    fired at the same time can HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    the same target no more than once every 0.66 seconds
  • Deals (7 - 207) to (11 - 310) ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Dmg
    Deals (7 - 207) to (11 - 310) ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Damage
  • Deals (1 - 11) to (10 - 216) 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
    Deals (1 - 11) to (10 - 216) 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
  • FiresFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    (12 - 16) ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    in a circle
    FiresFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    (12 - 16) ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    in a circle

The Searing Touch Lv. 16+

The Searing Touch

Base stats

Base
Pyrophyte StaffPyrophyte Staff
IntIntelligence
31
  • Grants Skill: Solar OrbGrants Skill: Solar Orb
  • (80-120) % inc. FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    (80-120) % increased FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • 100 % inc. FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    100 % increased FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • 100 % inc. IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    100 % increased IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • IgnitesIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    you inflict spread to other Enemies that stay within 1.5 m for 1 second
    IgnitesIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    you inflict spread to other Enemies that stay within 1.5 metres for 1 second
Solar Orb

Spell

  • Spell
  • AoE
  • Sustained
  • Fire
  • Duration
  • Orb
  • Repeatable

Req: Level 90+

Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited . Flameblast can target a Solar Orb to be centred on the Orb instead of your location.Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited . Flameblast can target a Solar Orb to be centred on the Orb instead of your location.

  • Level: 5 - 20Level: 5 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.80 secCast Time: 0.80 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 7.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 7.00%

Pulse

  • Deals (14 - 181) to (21 - 271) FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Dmg
    Deals (14 - 181) to (21 - 271) FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Damage
  • Pulses every 1.4 secondsPulses every 1.4 seconds
  • Explosion radius is 2.5 mExplosion radius is 2.5 metres
  • Orb duration is 10 secondsOrb duration is 10 seconds
  • Limit 1 Solar OrbLimit 1 Solar Orb
  • q20: (0 - 20) % more Dmg with Hits against BurningBurning

    Enemies taking FireFire damage over time are Burning. Usually this occurs because the enemy is Ignited .
    Enemies
    (0 - 20) % more Damage with Hits against BurningBurning

    Enemies taking FireFire damage over time are Burning. Usually this occurs because the enemy is Ignited .
    Enemies

Ignite

  • IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    radius is 1 metre
    IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    radius is 1 metre
  • IgnitesIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    as though dealing (6 - 287) to (8 - 430) FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
    IgnitesIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    as though dealing (6 - 287) to (8 - 430) FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage

Sire of Shards Lv. 25+

Sire of Shards

Base stats

Base
Chiming StaffChiming Staff
IntIntelligence
46
  • Grants Skill: Sigil of PowerGrants Skill: Sigil of Power
  • (80-120) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (80-120) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • +(5-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 20 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    20 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    fire 4 additional ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    | SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    fire ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    in a circle
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    fire 4 additional ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    | SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    fire ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    in a circle
Sigil of Power

Spell

  • Spell
  • AoE
  • Duration
  • Staged

Req: Level 90+

Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.

  • Level: 7 - 20Level: 7 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cooldown: 10.00 sCooldown Time: 10.00 s
  • Cast: 0.60 secCast Time: 0.60 sec
  • Minimum 1 second between gaining StagesMinimum 1 second between gaining Stages
  • Sigil radius is 3 mSigil radius is 3 metres
  • GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    a Stage when you Spend a total of 50 % of your Maximum Mana while in Area
    GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    a Stage when you Spend a total of 50 % of your Maximum Mana while in Area
  • Maximum 4 StagesMaximum 4 Stages
  • Buff grants (11 - 14) % more Spell damage per StageBuff grants (11 - 14) % more Spell damage per Stage
  • q20: Sigil radius is (0 - 0.8) mSigil radius is (0 - 0.8) metres

The Raven's Flock Lv. 65+

The Raven's Flock

Base stats

Base
Perching StaffPerching Staff
IntIntelligence
114
  • Grants Skill: Spiraling ConspiracyGrants Skill: Spiraling Conspiracy
  • (8-16) % inc. Cast Speed(8-16) % increased Cast Speed
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    deal (80-120) % inc. Dmg
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    deal (80-120) % increased Damage
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have (10-20) % chance to inflict Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%. Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target. A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have (10-20) % chance to inflict Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%. Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target. A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (30-50) % inc. 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 Skills that are active in specific Weapon Sets .
    ReservationReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of Skills
    (30-50) % increased 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 Skills that are active in specific Weapon Sets .
    ReservationReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of Skills
Spiraling Conspiracy

Minion

  • Minion
  • Persistent
  • AoE
  • Physical
  • Chaos
  • Duration

Req: Level 90+

A flock of mist ravens circle you, dealing damage over time in an area. Their numbers are bolstered by slain foes, or in the PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
of dangerous enemies, but the flock as a whole is considered a single minion. You can Command some of them to take flight, leaving the flock to assail your enemies.
A flock of mist ravens circle you, dealing damage over time in an area. Their numbers are bolstered by slain foes, or in the PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
of dangerous enemies, but the flock as a whole is considered a single minion. You can Command some of them to take flight, leaving the flock to assail your enemies.

  • Level: 15 - 20Level: 15 - 20

Minion Info

  • A Raven joins the Flock every (1.05 - 2) seconds while a Rare or Unique enemy is in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    A Raven joins the Flock every (1.05 - 2) seconds while a Rare or Unique enemy is in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
  • A Raven joins the Flock for every 1 total Power of enemies slain by you or your MinionsA Raven joins the Flock for every 1 total Power of enemies slain by you or your Minions
  • q20: Raven Flock's Skills have (0 - 20) % inc. AoERaven Flock's Skills have (0 - 20) % increased Area of Effect

Command

Cost
0 Mana0 Mana

The Unborn Lich Lv. 65+

The Unborn Lich

Base stats

Base
Ravenous StaffRavenous Staff
IntIntelligence
114
  • Grants Skill: Feast of FleshGrants Skill: Feast of Flesh
  • (60-80) % inc. Desecrated ModifierDesecrated Modifier

    Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls. Items with Desecrated Modifiers cannot be Desecrated again.
    magnitudes
    (60-80) % increased Desecrated ModifierDesecrated Modifier

    Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls. Items with Desecrated Modifiers cannot be Desecrated again.
    magnitudes
  • Custom Desecrated prefixCustom Desecrated prefix
  • Lich's Desecrated prefixLich's Desecrated prefix
  • Lich's Desecrated suffixLich's Desecrated suffix
Feast of Flesh

Spell

  • Spell
  • Buff
  • AoE
  • Nova
  • Repeatable

Req: Level 90+

ConsumeConsume

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.
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.
near you to recover Life and Mana over a short time per 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 .
ConsumeConsume

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.
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.
near you to recover Life and Mana over a short time per 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 .

  • Level: 15 - 20Level: 15 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 1.30 secCast Time: 1.30 sec
  • 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.
    Consumption radius is 4 m
    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.
    Consumption radius is 4 metres
  • 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.
    up to 5 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.
    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.
    up to 5 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.
  • Recover (154 - 211) Life and (154 - 211) Mana over 3 seconds per 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
    Recover (154 - 211) Life and (154 - 211) Mana over 3 seconds per 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
  • q20: 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.
    +(0 - 3) 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.
    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.
    +(0 - 3) 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.

Atziri's Rule Lv. 70+

Atziri's Rule

Base stats

Base
Reflecting StaffReflecting Staff
IntIntelligence
114
  • Grants Skill: Mirror of RefractionGrants Skill: Mirror of Refraction
  • (10-20) % inc. max Life(10-20) % increased maximum Life
  • +(3-5) to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skill Gems
    +(3-5) to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skill Gems
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    which cost Life GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (80-120) % of Dmg as ExtraExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    PhysicalPhysical

    10% increased Physical Damage
    Dmg
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    which cost Life GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (80-120) % of Damage as ExtraExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    PhysicalPhysical

    10% increased Physical Damage
    Damage
Mirror of Refraction

Buff

  • Buff
  • Persistent
  • Duration

Req: Level 90+

Mirrors of Refraction appear in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
periodically. Hitting a mirror with a Spell ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
may be copied again when colliding with other mirrors.
Mirrors of Refraction appear in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
periodically. Hitting a mirror with a Spell ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
may be copied again when colliding with other mirrors.

  • Level: 16 - 20Level: 16 - 20
  • A Mirror appears in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (2 - 3.9) seconds
    A Mirror appears in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (2 - 3.9) seconds
  • Limit 4 Mirrors of RefractionLimit 4 Mirrors of Refraction
  • Modifiers to Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate also apply to Mirror appearance frequency
    Modifiers to Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate also apply to Mirror appearance frequency
  • q20: base number of projectiles [0,2]base number of projectiles [0,2]

The Whispering Ice Lv. 75+

The Whispering Ice

Base stats

Base
Permafrost StaffPermafrost Staff
IntIntelligence
114
  • Grants Skill: Heart of IceGrants Skill: Heart of Ice
  • Grants Skill: Level 17 IcestormGrants Skill: Level 17 Icestorm
  • +(5-7) to Level of all ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skills
    +(5-7) to Level of all ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skills
  • (10-20) % reduced Cast Speed(10-20) % reduced Cast Speed
  • (5-10) % inc. IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    (5-10) % increased IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • 2 % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg per 10 IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    2 % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage per 10 IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • Inflict ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative. Higher Rarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    on Hit, lowering TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    by (50-60) %
    Inflict ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative. Higher Rarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    on Hit, lowering TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    by (50-60) %
Heart of Ice

Spell

  • Spell
  • Buff
  • Persistent
  • Aura
  • Cold

Req: Level 90+

ChillsChill

Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
all enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
ChillsChill

Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
all enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Level: 17 - 20Level: 17 - 20
  • Cast: InstantCast Time: Instant
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 11.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 11.00%
  • ChillsChill

    Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    as though dealing (583 - 888) to (875 - 1332) ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
    ChillsChill

    Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    as though dealing (583 - 888) to (875 - 1332) ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
  • q20: (0 - 20) % more Magnitude of ChillChill

    Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
    (0 - 20) % more Magnitude of ChillChill

    Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted
Icestorm

Spell · Level 17

  • Spell
  • AoE
  • Sustained
  • Cold
  • Duration
  • Payoff
  • Repeatable
  • Storm

Req: Level 90+

Conjure a hail of icy bolts over the targeted area. ChillChill

Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
and FreezeFreeze

Freeze is an Ailment 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 .
on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
Conjure a hail of icy bolts over the targeted area. ChillChill

Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
and FreezeFreeze

Freeze is an Ailment 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 .
on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.

  • Level: 17 - 20Level: 17 - 20
  • Cost: (12 - 126) ManaCost: (12 - 126) Mana
  • Cast: 1.20 secCast Time: 1.20 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 11.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 11.00%

Storm

  • Deals (63 - 93) to (94 - 139) ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Dmg
    Deals (63 - 93) to (94 - 139) ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Damage
  • Can HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    each enemy only once every 0.15 seconds
    Can HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    each enemy only once every 0.15 seconds
  • Impact radius is 0.9 mImpact radius is 0.9 metres
  • Storm radius is 2.6 mStorm radius is 2.6 metres
  • Storm duration is 6 secondsStorm duration is 6 seconds
  • One impact every 0.15 secondsOne impact every 0.15 seconds
  • Improves 1 Bolt per ChillChill

    Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    Consumed
    Improves 1 Bolt per ChillChill

    Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    Consumed
  • Improves 1 Bolt per Power of enemies from which FreezeFreeze

    Freeze is an Ailment 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 .
    is Consumed
    Improves 1 Bolt per Power of enemies from which FreezeFreeze

    Freeze is an Ailment 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 .
    is Consumed
  • Limit 3 IcestormsLimit 3 Icestorms
  • q20: +(0 - 0.2) m to impact radius+(0 - 0.2) metres to impact radius

Improved Bolt

  • Can HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    each enemy only once every 0.15 seconds
    Can HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    each enemy only once every 0.15 seconds
  • Impact radius is 0.9 mImpact radius is 0.9 metres
  • Limit 3 IcestormsLimit 3 Icestorms
  • Deals (381 - 564) to (572 - 847) ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Dmg
    Deals (381 - 564) to (572 - 847) ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Damage

The Burden of Shadows Lv. 78+

The Burden of Shadows

Base stats

Base
Chiming StaffChiming Staff
IntIntelligence
46
  • Grants Skill: Sigil of PowerGrants Skill: Sigil of Power
  • (20-30) % inc. Cast Speed(20-30) % increased Cast Speed
  • Skill Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
    Skill Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
  • Skills gain 1 % of Dmg as Chaos.DmgChaos

    Fallback hint: no keyword description was found for this term.
    per 3 Life Cost
    Skills gain 1 % of Damage as Chaos DamageChaos

    Fallback hint: no keyword description was found for this term.
    per 3 Life Cost
Sigil of Power

Spell

  • Spell
  • AoE
  • Duration
  • Staged

Req: Level 90+

Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.

  • Level: 18 - 20Level: 18 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cooldown: 10.00 sCooldown Time: 10.00 s
  • Cast: 0.60 secCast Time: 0.60 sec
  • Minimum 1 second between gaining StagesMinimum 1 second between gaining Stages
  • Sigil radius is 3 mSigil radius is 3 metres
  • GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    a Stage when you Spend a total of 50 % of your Maximum Mana while in Area
    GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    a Stage when you Spend a total of 50 % of your Maximum Mana while in Area
  • Maximum 4 StagesMaximum 4 Stages
  • Buff grants (14 - 14) % more Spell damage per StageBuff grants (14 - 14) % more Spell damage per Stage
  • q20: Sigil radius is (0 - 0.8) mSigil radius is (0 - 0.8) metres

Amor Mandragora Lv. 1+

Amor Mandragora

Base stats

Base
Changeling TalismanChangeling Talisman
Phys. DmgPhysical Damage
30-4530-45
Crit. %Critical Hit Chance
8.00%8.00%
APSAttacks per Second
1.251.25
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 1 30-458.00%1.25 46.9
Runeforged 38 108-1758%1.25 177 Verisium×240Medved's Crest of the Circle×1
  • Adds (16-20) to (23-27) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (16-20) to (23-27) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(8-15) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(8-15) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • (10-15) % inc. Skill Effect Dur.(10-15) % increased Skill Effect Duration
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are HinderedHindered

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are HinderedHindered

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
  • Gain 1 Druidic ProwessDruidic Prowess

    Druidic Prowess is a stacking Buff which grants 10% increased Skill Speed and causes Hits with Spell Damage to grant 3 Rage per stack for 10 seconds. Each stack has an independent duration. Maximum 3 stacks.
    for every 20 total Rage spent
    Gain 1 Druidic ProwessDruidic Prowess

    Druidic Prowess is a stacking Buff which grants 10% increased Skill Speed and causes Hits with Spell Damage to grant 3 Rage per stack for 10 seconds. Each stack has an independent duration. Maximum 3 stacks.
    for every 20 total Rage spent

Spiteful Floret Lv. 5+

Spiteful Floret

Base stats

Base
Nettle TalismanNettle Talisman
StrStrength
9
IntIntelligence
8
Phys. DmgPhysical Damage
21-3421-34
Crit. %Critical Hit Chance
11.00%11.00%
APSAttacks per Second
1.341.34
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 5 21-3411.00%1.34 36.9
Runeforged 38 87-14711%1.34 157 Verisium×210Medved's Crest of the Circle×1
Runemastered 55 116-19511%1.34 208 Verisium×1960Exceptional Verisium×9Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 2 Sanguine RevelryGrants Skill: Level 2 Sanguine Revelry
  • (60-90) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (60-90) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (6-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (6-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(7-14) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(7-14) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (20-30) % chance to cause BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (20-30) % chance to cause BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Every 5 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 Hit every 0.5 seconds can cause you to gain Rage.
    also grants 5 % of Dmg taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
    Every 5 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 Hit every 0.5 seconds can cause you to gain Rage.
    also grants 5 % of Damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
Sanguine Revelry

Buff · Level 2

  • Buff
  • Persistent
  • Remnant

Req: Level 90+

Conjure hateful energy to fuel your 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.
and Life. While active, BleedingBleeding

Bleeding is an Ailment 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.
enemies you kill have a chance to spawn a Hateful Remnant , and Hitting a BleedingBleeding

Bleeding is an Ailment 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.
target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants 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.
and recovers Life based on your current 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.
.
Conjure hateful energy to fuel your 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.
and Life. While active, BleedingBleeding

Bleeding is an Ailment 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.
enemies you kill have a chance to spawn a Hateful Remnant , and Hitting a BleedingBleeding

Bleeding is an Ailment 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.
target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants 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.
and recovers Life based on your current 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.
.

  • Level: 2 - 20Level: 2 - 20
  • Remnants last for 8 secondsRemnants last for 8 seconds
  • Spawn a Remnant on Hitting a BleedingBleeding

    Bleeding is an Ailment 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.
    enemy, no more than once every 2 seconds
    Spawn a Remnant on Hitting a BleedingBleeding

    Bleeding is an Ailment 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.
    enemy, no more than once every 2 seconds
  • Spawn a Remnant on killing a BleedingBleeding

    Bleeding is an Ailment 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.
    enemy
    Spawn a Remnant on killing a BleedingBleeding

    Bleeding is an Ailment 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.
    enemy
  • Each Remnant grants (5 - 9) 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.
    Each Remnant grants (5 - 9) 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.
  • Each Remnant causes you to recover (1 - 1.5) % of max Life per 5 Current 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.
    Each Remnant causes you to recover (1 - 1.5) % of maximum Life per 5 Current 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.
  • q20: Each Remnant grants (0 - 2) 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.
    Each Remnant grants (0 - 2) 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.

Hysseg's Claw Lv. 16+

Hysseg's Claw

Base stats

Base
Familial TalismanFamilial Talisman
StrStrength
21
IntIntelligence
16
Phys. DmgPhysical Damage
39-6739-67
Crit. %Critical Hit Chance
8.00%8.00%
APSAttacks per Second
1.251.25
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 16 39-678.00%1.25 66.3
Runeforged 38 106-1788%1.25 178 Verisium×225Medved's Crest of the Circle×1
Runemastered 55 143-2398%1.25 239 Verisium×1550Vorana's Crest of the Scythe×1
Runemastered details
  • Minions deal (51 — 100) % increased Damage
  • Grants Skill: Level 5 Cackling CompanionsGrants Skill: Level 5 Cackling Companions
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    deal (30-50) % inc. Dmg
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    deal (30-50) % increased Damage
  • (70-100) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (70-100) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 5 % inc. Move.Spd5 % increased Movement Speed
  • +(8-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(8-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(8-15) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(8-15) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • (5-8) % inc. Dmg per MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    (5-8) % increased Damage per MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
Cackling Companions

Minion · Level 5

  • Minion
  • Companion
  • Persistent
  • Physical

Req: Level 90+

Activate to summon a cackle of Hyena Companions . The cackle is treated as a single Companion for effects that count or limit Companions , regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, Hindering nearby enemies, and have a chance to MaimMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
enemies they HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
.
Activate to summon a cackle of Hyena Companions . The cackle is treated as a single Companion for effects that count or limit Companions , regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, Hindering nearby enemies, and have a chance to MaimMaim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified.
enemies they HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
.

  • Level: 5 - 20Level: 5 - 20
  • Summons (6 - 9) HyenasSummons (6 - 9) Hyenas
  • q20: Minions have (0 - 20) % more Maximum LifeMinions have (0 - 20) % more Maximum Life

The Flesh Poppet Lv. 40+

The Flesh Poppet

Base stats

Base
Vicious TalismanVicious Talisman
StrStrength
47
IntIntelligence
34
Phys. DmgPhysical Damage
83-13683-136
Crit. %Critical Hit Chance
8.00%8.00%
APSAttacks per Second
1.341.34
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 40 83-1368.00%1.34 147
Runeforged 65 236-3948%1.34 422 Exceptional Verisium×25Olroth's Crest of the Sun×1
  • (90-120) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (90-120) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (7-13) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (7-13) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(7-13) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(7-13) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • (30-40) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AoE
    (30-40) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Area of Effect
  • Copy a random ModifierModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    from each enemy in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    when | you ShapeshiftShapeshift

    Fallback hint: no keyword description was found for this term.
    to an Animal form | ModifiersModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    gained this way are lost after 30 seconds or when you next ShapeshiftShapeshift

    Fallback hint: no keyword description was found for this term.
    Copy a random ModifierModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    from each enemy in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    when | you ShapeshiftShapeshift

    Fallback hint: no keyword description was found for this term.
    to an Animal form | ModifiersModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    gained this way are lost after 30 seconds or when you next ShapeshiftShapeshift

    Fallback hint: no keyword description was found for this term.

Surge of the Tide Lv. 52+

Surge of the Tide

Base stats

Base
Lumbering TalismanLumbering Talisman
StrStrength
60
IntIntelligence
43
Phys. DmgPhysical Damage
283-426283-426
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
0.960.96
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 52 283-4265.00%0.96 340
  • (250-300) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (250-300) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (30-50) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (30-50) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Every second SlamSlam

    Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.
    Skill you use while ShapeshiftedShapeshift

    Fallback hint: no keyword description was found for this term.
    is Ancestrally BoostedAncestrally Boosted

    An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
    | Every second StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Skill you use while ShapeshiftedShapeshift

    Fallback hint: no keyword description was found for this term.
    is Ancestrally BoostedAncestrally Boosted

    An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
    Every second SlamSlam

    Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.
    Skill you use while ShapeshiftedShapeshift

    Fallback hint: no keyword description was found for this term.
    is Ancestrally BoostedAncestrally Boosted

    An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .
    | Every second StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Skill you use while ShapeshiftedShapeshift

    Fallback hint: no keyword description was found for this term.
    is Ancestrally BoostedAncestrally Boosted

    An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered .

Fury of the King Lv. 72+

Fury of the King

Base stats

Base
Ashbark TalismanAshbark Talisman
StrStrength
94
IntIntelligence
67
Phys. DmgPhysical Damage
50-10550-105
Fire Damage
571-694571-694
Crit. %Critical Hit Chance
8.00%8.00%
APSAttacks per Second
1.021.02
Version Lvl Ph.dmg F.dmg Crit. % APS DPS Recipe
Base 72 50-105571-6948.00%1.02 724
  • Grants Skill: Level 17 Molten CrashGrants Skill: Level 17 Molten Crash
  • (50-80) % inc. Flammability Magnitude(50-80) % increased Flammability Magnitude
  • Adds (503-589) to (647-713) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    Adds (503-589) to (647-713) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • (15-20) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (15-20) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(30-40) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(30-40) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • BearBear

    Fallback hint: no keyword description was found for this term.
    Skills ConvertConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    80 % of PhysicalPhysical

    10% increased Physical Damage
    Dmg to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    BearBear

    Fallback hint: no keyword description was found for this term.
    Skills ConvertConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    80 % of PhysicalPhysical

    10% increased Physical Damage
    Damage to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • Skills which require GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    generate (2-5) GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    every 2 seconds
    Skills which require GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    generate (2-5) GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    every 2 seconds
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative. Higher Rarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative. Higher Rarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
  • exposure art variation [1]exposure art variation [1]
Molten Crash

Attack · Level 17

  • Attack
  • Shapeshift
  • Bear
  • AoE
  • Melee
  • Slam
  • Travel

Req: Level 90+

Shapeshift into a burning monstrosity and leap through the air to crash down upon the earth, Slamming twice and creating Molten FissuresMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
. 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.
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 create additional Molten FissuresMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
.
Shapeshift into a burning monstrosity and leap through the air to crash down upon the earth, Slamming twice and creating Molten FissuresMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
. 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.
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 create additional Molten FissuresMoltenFissure

Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds.
.

  • Level: 17 - 20Level: 17 - 20
  • Cost: (14 - 97) ManaCost: (14 - 97) Mana
  • Atk Dmg: (120 - 490)% of baseAttack Damage: (120 - 490)% of base

Molten Crash

  • +0.55 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time, plus up to +0.3 seconds based on distance travelled
    +0.55 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time, plus up to +0.3 seconds based on distance travelled
  • Impact radius is 2 mImpact radius is 2 metres
  • 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.
    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.
    on Landing to create 1 additional Fissure
    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.
    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.
    on Landing to create 1 additional Fissure
  • q20: base skill effect duration [0,2000]base skill effect duration [0,2000]

Fissures

Attack Damage
(70 - 185)%(70 - 185)%
  • Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
    Converts 100 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
  • Fissures branch 2 timesFissures branch 2 times
  • Fissure duration is 8 secondsFissure duration is 8 seconds
  • Limit 8 FissuresLimit 8 Fissures

Hoghunt Lv. 1+

Hoghunt

Base stats

Base
Felled GreatclubFelled Greatclub
Phys. DmgPhysical Damage
32-4532-45
Crit. %Critical Hit Chance
20.00%20.00%
APSAttacks per Second
0.990.99
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 1 32-4520.00%0.99 38.1
Runeforged 38 165-22420%0.99 193 Verisium×210Medved's Crest of the Circle×1
Runemastered 55 236-32025%0.99 275 Verisium×805Vorana's Crest of the Scythe×1
  • Adds (16-20) to (23-27) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (16-20) to (23-27) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +15 % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +15 % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • 10 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    10 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +10 to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +10 to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • MaimMaim

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    MaimMaim

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.

Hrimnor's Hymn Lv. 4+

Hrimnor's Hymn

Base stats

Base
Oak GreathammerOak Greathammer
StrStrength
11
Phys. DmgPhysical Damage
30-5630-56
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.001.00
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 4 30-565.00%1.00 43
Runeforged 38 137-2545%1 196 Verisium×215Medved's Crest of the Circle×1
Runemastered 55 209-3895%1 299 Verisium×955Uhtred's Crest of the Chalice×1
  • Causes (20-40) % inc. 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    Causes (20-40) % increased 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • (80-120) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (80-120) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (10-20) Life per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (10-20) Life per enemy killed
  • SlamSlam

    Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.
    Skills you use yourself cause an additional AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
    SlamSlam

    Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.
    Skills you use yourself cause an additional AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.

Trephina Lv. 11+

Trephina

Base stats

Base
Forge MaulForge Maul
StrStrength
23
Phys. DmgPhysical Damage
41-5741-57
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.181.18
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 11 41-575.00%1.18 57.8
Runeforged 40 162-22110%1.18 226 Verisium×475Medved's Crest of the Circle×1
  • CrushesCrushes

    Crushed lowers Physical Damage Reduction by 15%. This can result in Physical Damage Reduction being negative, causing more damage to be taken.
    Enemies on Hit
    CrushesCrushes

    Crushed lowers Physical Damage Reduction by 15%. This can result in Physical Damage Reduction being negative, causing more damage to be taken.
    Enemies on Hit
  • Adds (12-15) to (22-25) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (12-15) to (22-25) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (10-15) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-15) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • Causes (30-50) % inc. 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    Causes (30-50) % increased 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • Always deals Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    against Heavy StunnedHeavy Stunned

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    Enemies
    Always deals Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    against Heavy StunnedHeavy Stunned

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    Enemies

Brain Rattler Lv. 16+

Brain Rattler

Base stats

Base
Studded GreatclubStudded Greatclub
StrStrength
31
Phys. DmgPhysical Damage
32-4832-48
Lightning Damage
1-1121-112
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.211.21
Ezomyte
Version Lvl Ph.dmg Li.dmg Crit. % APS DPS Recipe
Base 16 32-481-1125.00%1.21 117
Runeforged 38 23.5-62.2571.5-298.755%1.21 276 Verisium×245Medved's Crest of the Circle×1
Runemastered 55 15.5-140.2547.5-532.755%1.21 445 Verisium×1835Vorana's Crest of the Scythe×1
  • Adds 1 to (110-115) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    Adds 1 to (110-115) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • (10-15) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-15) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • All damage with this Weapon causes ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    buildup
    All damage with this Weapon causes ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    buildup

The Empty Roar Lv. 22+

The Empty Roar

Base stats

Base
Cultist GreathammerCultist Greathammer
StrStrength
41
Phys. DmgPhysical Damage
66-9866-98
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.051.05
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 22 66-985.00%1.05 86.1
Runeforged 40 174-2435%1.05 219 Verisium×295Medved's Crest of the Circle×1
Runeforged details
  • (20 — 30) % increased Bleeding Duration
  • StrikesStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    deal Splash DmgSplash Damage

    Strike Skills can be made to deal Splash damage when hitting an enemy, causing an additional Hit to other enemies around the one hit by the Strike . The base radius of Splash damage is 1.5 metres.
    StrikesStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    deal Splash DamageSplash Damage

    Strike Skills can be made to deal Splash damage when hitting an enemy, causing an additional Hit to other enemies around the one hit by the Strike . The base radius of Splash damage is 1.5 metres.
  • Adds (25-35) to (40-50) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (25-35) to (40-50) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    Dmg as Life
    LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    Damage as Life
  • (10-20) % chance to cause BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (10-20) % chance to cause BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • All Attacks count as Empowered AttacksEmpower

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
    All Attacks count as Empowered AttacksEmpower

    Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
  • Cannot use WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Cannot use WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.

Shyaba Lv. 28+

Shyaba

Base stats

Base
Temple MaulTemple Maul
StrStrength
37
Phys. DmgPhysical Damage
71-14771-147
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.801.80
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 28 71-1475.00%1.80 196
Runeforged 55 131-2735%1.95 394 Verisium×1600Vorana's Crest of the Scythe×1
  • +50 DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    req.
    +50 DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    Requirement
  • -15 StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    req.
    -15 StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    Requirement
  • (80-120) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (80-120) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 50 % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    50 % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • (15-25) % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    (15-25) % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Always HitsAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Always HitsAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.

Chober Chaber Lv. 33+

Chober Chaber

Base stats

Base
Leaden GreathammerLeaden Greathammer
StrStrength
60
Phys. DmgPhysical Damage
122-185122-185
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.101.10
Corrupted
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 33 122-1855.00%1.10 169
Runeforged 55 196-2865%1.1 265 Verisium×485Medved's Crest of the Circle×1
  • +100 IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    req.
    +100 IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    Requirement
  • Adds (58-65) to (102-110) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (58-65) to (102-110) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(80-100) to max Mana+(80-100) to maximum Mana
  • +50 to 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 Skills that are active in specific Weapon Sets .
    +50 to 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 Skills that are active in specific Weapon Sets .
  • +1 to Level of all MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Skills
    +1 to Level of all MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Skills
  • Increases and Reductions to MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Dmg also affect you
    Increases and Reductions to MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Damage also affect you

Quecholli Lv. 38+

Quecholli

Base stats

Base
Crumbling MaulCrumbling Maul
StrStrength
68
Phys. DmgPhysical Damage
140-169140-169
Crit. %Critical Hit Chance
100.00%100.00%
APSAttacks per Second
1.101.10
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 38 140-169100.00%1.10 170
Runeforged 55 236-2888%1.1 288 Verisium×435Medved's Crest of the Circle×1
  • Causes Enemies to Explode on CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    kill, for 10 % of their Life as Phys.DmgPhysical

    10% increased Physical Damage
    Causes Enemies to Explode on CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    kill, for 10 % of their Life as Physical DamagePhysical

    10% increased Physical Damage
  • (100-150) % inc. Phys.DmgPhysical

    10% increased Physical Damage
    (100-150) % increased Physical DamagePhysical

    10% increased Physical Damage
  • +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    30 Life per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    30 Life per enemy killed
  • Hits with this Weapon have no Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    Hits with this Weapon have no Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • This Weapon's Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance is 100 %
    This Weapon's Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance is 100 %

Tidebreaker Lv. 45+

Tidebreaker

Base stats

Base
Pointed MaulPointed Maul
StrStrength
80
Phys. DmgPhysical Damage
151-226151-226
Crit. %Critical Hit Chance
6.50%6.50%
APSAttacks per Second
1.101.10
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 45 151-2266.50%1.10 207
Runeforged 65 277-4176.5%1.1 382 Verisium×5000Uhtred's Crest of the Chalice×1
Runeforged details
  • Strikes deal Splash Damage
  • (120-150) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (120-150) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(2-3) to Level of all MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Skills
    +(2-3) to Level of all MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Skills
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • Causes (150-200) % inc. 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    Causes (150-200) % increased 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with this Weapon ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    All DamageAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with this Weapon ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.

Marohi Erqi Lv. 60+

Marohi Erqi

Base stats

Base
Totemic GreatclubTotemic Greatclub
StrStrength
239
Phys. DmgPhysical Damage
542-739542-739
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
0.720.72
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 60 542-7395.00%0.72 461
  • Warcries Empower 1 additional AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Warcries Empower 1 additional AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • +150 StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    req.
    +150 StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    Requirement
  • (600-700) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (600-700) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (-300--200) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    (-300--200) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • 35 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    35 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • Causes (40-60) % inc. 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    Causes (40-60) % increased 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • Heavy StunsHeavy Stunned

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    Enemies that are on Full Life
    Heavy StunsHeavy Stunned

    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    Enemies that are on Full Life

The Hammer of Faith Lv. 65+

The Hammer of Faith

Base stats

Base
Giant MaulGiant Maul
StrStrength
114
Phys. DmgPhysical Damage
402-603402-603
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
0.990.99
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 65 402-6035.00%0.99 497
  • (300-350) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (300-350) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 10 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    10 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +10 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +10 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 50 % inc. Mana Regeneration Rate50 % increased Mana Regeneration Rate
  • Every 10 seconds, gain a random non-damaging ShrineShrine

    Shrines are Precursor Artifacts that empower monsters with its Presence with various effects. Defeat all the monsters Worshipping the Shrine and interact with it to temporarily gain the power for yourself.
    buff for 20 seconds
    Every 10 seconds, gain a random non-damaging ShrineShrine

    Shrines are Precursor Artifacts that empower monsters with its Presence with various effects. Defeat all the monsters Worshipping the Shrine and interact with it to temporarily gain the power for yourself.
    buff for 20 seconds

Twisted Empyrean Lv. 70+

Twisted Empyrean

Base stats

Base
Aberrant SledgeAberrant Sledge
StrStrength
163
Phys. DmgPhysical Damage
147-305147-305
Cold Damage
190-399190-399
Crit. %Critical Hit Chance
9.09%9.09%
APSAttacks per Second
1.201.20
Version Lvl Ph.dmg C.dmg Crit. % APS DPS Recipe Version details
Base 70 147-305190-3999.09%1.20 625
Runemastered 70 299-624190-3999%1 756 Exceptional Verisium×40Olroth's Crest of the Sun×1
Runemastered 70 147-305190-3999%1.2 625 Exceptional Verisium×40Olroth's Crest of the Sun×1
Runemastered details
  • Skills which create Fissures have a 50 % chance to create an additional Fissure
Runemastered 70 147-305190-3999%1.2 625 Exceptional Verisium×40Olroth's Crest of the Sun×1
Runemastered details
  • (200 — 300) % increased Freeze Buildup
Runemastered 70 58.61-121.97308.4-645.49%1.2 681 Exceptional Verisium×40Olroth's Crest of the Sun×1
  • Grants Skill: Level 16 Starborn OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    Grants Skill: Level 16 Starborn OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
  • (80-100) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (80-100) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Adds (150-200) to (350-400) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    Adds (150-200) to (350-400) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • +(300-400) to max Mana+(300-400) to maximum Mana
  • +(4-6) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(4-6) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • (10-20) % of Dmg is taken from Mana before Life(10-20) % of Damage is taken from Mana before Life
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    with this Weapon have Added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg equal to (6-8) % to (10-12) % of max Mana
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    with this Weapon have Added ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage equal to (6-8) % to (10-12) % of maximum Mana
  • ConvertConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg with MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    Skills to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    ConvertConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage with MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    Skills to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • mace fire skills are blue [1]mace fire skills are blue [1]
Starborn Onslaught

Attack · Level 16

  • Attack
  • AoE
  • Melee
  • Slam
  • Physical
  • Cold
  • Duration

Req: Level 90+

Build up GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
by Freezing or Chilling enemies. When you have maximum GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
you may jump backwards loosing your MaceMace

Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or FireFire damage.
with the force of a falling comet onto your target. The impact releases Fissures and causes stars to fall in the area for a brief period.
Build up GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
by Freezing or Chilling enemies. When you have maximum GloryGlory

Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
you may jump backwards loosing your MaceMace

Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or FireFire damage.
with the force of a falling comet onto your target. The impact releases Fissures and causes stars to fall in the area for a brief period.

  • Level: 16 - 20Level: 16 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Atk Dmg: (63 - 166)% of baseAttack Damage: (63 - 166)% of base

Impact

  • Converts 70 % of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
    Converts 70 % of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
  • Creates 3 fissuresCreates 3 fissures
  • +1.2 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time
    +1.2 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time
  • Requires 20 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
    Requires 20 GloryGlory

    Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.
    to use
  • Fissures branch 2 timesFissures branch 2 times
  • Impact radius is 2.5 mImpact radius is 2.5 metres
  • +8 seconds to Fissure duration+8 seconds to Fissure duration
  • Calls down 20 StarsCalls down 20 Stars
  • Limit 8 FissuresLimit 8 Fissures
  • q20: Calls down (0 - 4) StarsCalls down (0 - 4) Stars

Star Fall

Attack Damage
(110 - 319)%(110 - 319)%
  • Converts 70 % of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
    Converts 70 % of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
  • Impact radius is 2.5 mImpact radius is 2.5 metres

The Wicked Quill Lv. 1+

The Wicked Quill

Base stats

Base
WitheredWithered

Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
Wand
WitheredWithered

Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
Wand
  • Grants Skill: Chaos BoltGrants Skill: Chaos Bolt
  • (60-100) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (60-100) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • +(7-13) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-13) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    have a 25 % chance to inflict WitheredWithered

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    for 4 seconds on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    have a 25 % chance to inflict WitheredWithered

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    for 4 seconds on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
Chaos Bolt

Spell

  • Spell
  • Projectile
  • Chaos
  • Repeatable

Req: Level 90+

FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
a burst of Chaos energy at the target.
FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
a burst of Chaos energy at the target.

  • Level: 1 - 20Level: 1 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.75 secCast Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 7.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 7.00%
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 38 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 38 metres per Second
  • Deals (5 - 200) to (9 - 371) Chaos.DmgChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    Deals (5 - 200) to (9 - 371) Chaos DamageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
  • Inflicts WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Inflicts WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    lasts 4 seconds
    WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    lasts 4 seconds
  • q20: (0 - 40) % inc. ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed
    (0 - 40) % increased ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed

Lifesprig Lv. 2+

Lifesprig

Base stats

Base
Attuned WandAttuned Wand
Ezomyte
  • Grants Skill: Mana DrainGrants Skill: Mana Drain
  • +(10-20) to max Mana+(10-20) to maximum Mana
  • +(1-3) to Level of all SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skills
    +(1-3) to Level of all SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skills
  • (5-10) % inc. Cast Speed(5-10) % increased Cast Speed
  • LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    1 % of max Life when you Cast a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    1 % of maximum Life when you Cast a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Mana Drain

Spell

  • Spell

Req: Level 90+

Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.

  • Level: 1 - 20Level: 1 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.85 secCast Time: 0.85 sec
  • Leeches Mana 70 % slowerLeeches Mana 70 % slower
  • Leeches (30 - 408) ManaLeeches (30 - 408) Mana
  • q20: Leeches (0 - 90) ManaLeeches (0 - 90) Mana

Sanguine Diviner Lv. 2+

Sanguine Diviner

Base stats

Base
Bone WandBone Wand
  • Grants Skill: Bone BlastGrants Skill: Bone Blast
  • (80-100) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (80-100) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (10-15) Life per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (10-15) Life per enemy killed
  • 25 % chance to inflict BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    25 % chance to inflict BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • 25 % of SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Mana Cost ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Cost
    25 % of SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Mana Cost ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Cost
Bone Blast

Spell

  • Spell
  • AoE
  • Physical
  • Duration
  • Repeatable

Req: Level 90+

Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing BleedingBleeding

Bleeding is an Ailment 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.
.
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing BleedingBleeding

Bleeding is an Ailment 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.
.

  • Level: 1 - 20Level: 1 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.75 secCast Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 14.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 14.00%
  • Deals (5 - 226) to (8 - 339) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (5 - 226) to (8 - 339) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 40 % chance to inflict BleedingBleeding

    Bleeding is an Ailment 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 HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    40 % chance to inflict BleedingBleeding

    Bleeding is an Ailment 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 HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Ritual radius is 1 metreRitual radius is 1 metre
  • Ritual duration is 1 secondRitual duration is 1 second
  • q20: Ritual radius is (0 - 0.4) mRitual radius is (0 - 0.4) metres

Enezun's Charge Lv. 16+

Enezun's Charge

Base stats

Base
Volatile WandVolatile Wand
IntIntelligence
31
  • Grants Skill: Volatile DeadGrants Skill: Volatile Dead
  • (80-100) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (80-100) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • (30-50) % inc. Crit%Critical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    for SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    (30-50) % increased Critical Hit ChanceCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    for SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (10-15) Mana per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (10-15) Mana per enemy killed
  • 25 % chance to not destroy CorpsesCorpses

    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 Allies do not leave usable Corpses.
    when Consuming CorpsesCorpses

    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 Allies do not leave usable Corpses.
    25 % chance to not destroy CorpsesCorpses

    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 Allies do not leave usable Corpses.
    when Consuming CorpsesCorpses

    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 Allies do not leave usable Corpses.
Volatile Dead

Spell

  • Spell
  • AoE
  • Fire
  • Repeatable

Req: Level 90+

ConsumeConsume

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.
a 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.
to create a volatile core that seeks out enemies and IgnitesIgnite

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
enemies near it. The core explodes at the end of its duration.
ConsumeConsume

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.
a 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.
to create a volatile core that seeks out enemies and IgnitesIgnite

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
enemies near it. The core explodes at the end of its duration.

  • Level: 5 - 20Level: 5 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.80 secCast Time: 0.80 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 7.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 7.00%

Volatile Dead

  • 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.
    up to 1 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.
    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.
    up to 1 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.
  • Core duration is 5 secondsCore duration is 5 seconds
  • q20: (0 - 10) % chance to not destroy Consumed 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.
    (0 - 10) % chance to not destroy Consumed 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.

Explosion

  • Volatile Dead 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.
    up to 1 additional corpse
    Volatile Dead 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.
    up to 1 additional corpse
  • Explosion radius is 2.2 mExplosion radius is 2.2 metres
  • Deals (5 - 20) to (7 - 29) FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Dmg
    Deals (5 - 20) to (7 - 29) FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Damage

Core

  • Volatile Dead 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.
    up to 1 additional corpse
    Volatile Dead 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.
    up to 1 additional corpse
  • IgnitesIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    enemies within 1.5 metre radius
    IgnitesIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    enemies within 1.5 metre radius
  • IgnitesIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    as though dealing (4 - 146) to (6 - 218) FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
    IgnitesIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    as though dealing (4 - 146) to (6 - 218) FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage

Cursecarver Lv. 33+

Cursecarver

Base stats

Base
Acrid WandAcrid Wand
IntIntelligence
60
Ezomyte
  • Grants Skill: DecomposeGrants Skill: Decompose
  • (80-100) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (80-100) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • Lose 10 Life per enemy killedLose 10 Life per enemy killed
  • (30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
  • +4 to Level of Random Curse Skills+4 to Level of Random Curse Skills
Decompose

Spell

  • Spell
  • AoE
  • Fire
  • Chaos
  • Duration
  • Trigger

Req: Level 90+

ConsumeConsume

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.
a 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.
to create a cloud of flammable Poisonous gas. Any BurningBurning

Enemies taking FireFire damage over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
will explode the gas cloud, creating a fiery explosion.
ConsumeConsume

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.
a 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.
to create a cloud of flammable Poisonous gas. Any BurningBurning

Enemies taking FireFire damage over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
will explode the gas cloud, creating a fiery explosion.

  • Level: 9 - 20Level: 9 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.80 secCast Time: 0.80 sec

Poison Cloud

  • Limit 6 PoisonPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    Clouds
    Limit 6 PoisonPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    Clouds
  • PoisonsPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    enemies as though dealing Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    equal to 10 % of 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.
    's max Life
    PoisonsPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    enemies as though dealing Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
    equal to 10 % of 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.
    's maximum Life
  • GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    +20 % more Radius per second, up to a max of +80 %
    GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    +20 % more Radius per second, up to a maximum of +80 %
  • Cloud radius is 1.6 mCloud radius is 1.6 metres
  • Cloud duration is 4 secondsCloud duration is 4 seconds
  • q20: +(0 - 1) second to Cloud duration base secondary skill effect duration [0,1000]+(0 - 1) second to Cloud duration base secondary skill effect duration [0,1000]

Explosion

Critical Hit Chance
8.00%8.00%
  • Cloud radius is 1.6 mCloud radius is 1.6 metres
  • Cloud duration is 4 secondsCloud duration is 4 seconds
  • Deals (73 - 398) to (110 - 598) FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Dmg
    Deals (73 - 398) to (110 - 598) FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Damage

Runeseeker's Call Lv. 65+

Runeseeker's Call

Base stats

Base
Runic ForkRunic Fork
IntIntelligence
114
Ezomyte
VersionRecipe
Runemastered Runic ForkExceptional Verisium×50Olroth's Crest of the Sun×1
  • Grants Skill: Level 15 The Stars AnswerGrants Skill: Level 15 The Stars Answer
  • Only RunesRunes

    Runes are Augments of Kalguuran origin and make.
    can be Socketed in this item
    Only RunesRunes

    Runes are Augments of Kalguuran origin and make.
    can be Socketed in this item
  • 200 % inc. effect of Socketed RunesRunes

    Runes are Augments of Kalguuran origin and make.
    200 % increased effect of Socketed RunesRunes

    Runes are Augments of Kalguuran origin and make.
  • Has 5 Augment Sockets (Hidden)Has 5 Augment Sockets (Hidden)
The Stars Answer

Spell · Level 15

  • Spell
  • Buff
  • AoE
  • Trigger
  • Physical
  • Cold
  • Duration

Req: Level 90+

Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.

  • Level: 15 - 20Level: 15 - 20
  • Cost: 10000 ManaCost: 10000 Mana
  • Cast: 2.00 secCast Time: 2.00 sec

The Stars Answer

  • Cannot be cast if you have less than 10000 Mana Cannot be cast if already activeCannot be cast if you have less than 10000 Mana Cannot be cast if already active
  • Targeting radius is 8 mTargeting radius is 8 metres
  • Triggers Starfall every 0.3 seconds, targeting enemies if ableTriggers Starfall every 0.3 seconds, targeting enemies if able
  • 50 % inc. Starfall Trigger frequency per enemy in radius after the first, up to a max of 200 %50 % increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200 %
  • Starfall creates a large star every 15 times TriggeredStarfall creates a large star every 15 times Triggered
  • Starfall cannot cannot target the same enemy with large stars more than once every 2 secondsStarfall cannot cannot target the same enemy with large stars more than once every 2 seconds

Small Star

Cost
0 Mana0 Mana
Cast Time
InstantInstant
Critical Hit Chance
8.00%8.00%
  • Deals (114 - 240) to (170 - 361) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (114 - 240) to (170 - 361) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Deals (114 - 240) to (170 - 361) ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Dmg
    Deals (114 - 240) to (170 - 361) ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Damage
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • q20: (0 - 20) % inc. AoE(0 - 20) % increased Area of Effect

Large Star

Critical Hit Chance
12.00%12.00%
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • Chilled GroundChilled_Ground

    Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
    duration is 5 seconds
    Chilled GroundChilled_Ground

    Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
    duration is 5 seconds
  • Deals (170 - 361) to (256 - 541) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (170 - 361) to (256 - 541) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Deals (170 - 361) to (256 - 541) ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Dmg
    Deals (170 - 361) to (256 - 541) ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Damage

Adonia's Ego Lv. 65+

Adonia's Ego

Base stats

Base
Siphoning WandSiphoning Wand
IntIntelligence
23
Ezomyte
  • Grants Skill: Power SiphonGrants Skill: Power Siphon
  • Grants Skill: Level 15 Pinnacle of PowerGrants Skill: Level 15 Pinnacle of Power
  • +(100-150) to max Mana+(100-150) to maximum Mana
  • +3 to Level of all SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skills
    +3 to Level of all SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skills
  • (15-30) % inc. Cast Speed(15-30) % increased Cast Speed
  • -10 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    per Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    -10 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    per Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • (-1-1) to Maximum Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    (-1-1) to Maximum Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • power siphon unique elemental art variation [1]power siphon unique elemental art variation [1]
  • visual use power charges elemental epk [1]visual use power charges elemental epk [1]
Power Siphon

Spell

  • Spell
  • Physical

Req: Level 90+

Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
, granting a Power ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
. Can only target Enemies in Culling range.
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
, granting a Power ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
. Can only target Enemies in Culling range.

  • Level: 15 - 20Level: 15 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.70 secCast Time: 0.70 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 15.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 15.00%
  • Deals (56 - 109) to (104 - 202) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (56 - 109) to (104 - 202) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (0 - 76) % chance to grant an additional Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on Cull
    (0 - 76) % chance to grant an additional Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on Cull
  • q20: (0 - 10) % chance to grant an additional Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on Cull
    (0 - 10) % chance to grant an additional Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on Cull
Pinnacle of Power

Spell · Level 15

  • Spell
  • Buff
  • Lightning
  • Cold
  • Fire
  • Duration
  • Conditional

Req: Level 90+

ConsumeConsume

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.
all Power 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 Power. By default players can have up to 3 of each type of Charge at once.
to master the elements, gaining Elemental DamageElementalDamage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
and the ability to apply Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
with other damage types. Can only be used while you have maximum Power 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 Power. By default players can have up to 3 of each type of Charge at once.
.
ConsumeConsume

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.
all Power 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 Power. By default players can have up to 3 of each type of Charge at once.
to master the elements, gaining Elemental DamageElementalDamage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
and the ability to apply Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
with other damage types. Can only be used while you have maximum Power 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 Power. By default players can have up to 3 of each type of Charge at once.
.

  • Level: 20Level: 20
  • Cost: (93 - 0) ManaCost: (93 - 0) Mana
  • Cooldown: 4.00 sCooldown Time: 4.00 s
  • Cast: InstantCast Time: Instant
  • Buff duration is 5 seconds per Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
    Buff duration is 5 seconds per Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
  • 15 % more Ele.DmgElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    per Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Consumed Buff causes all Ele.DmgElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    to Contribute to Flammability and IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    Magnitudes , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    chance, and FreezeFreeze

    Freeze is an Ailment 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 .
    buildup
    15 % more Elemental DamageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    per Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Consumed Buff causes all Elemental DamageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    to Contribute to Flammability and IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    Magnitudes , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    chance, and FreezeFreeze

    Freeze is an Ailment 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 .
    buildup
  • q20: +(0 - 2) % more Ele.DmgElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    per Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
    +(0 - 2) % more Elemental DamageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    per Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Consumed

Liminal Coil Lv. 65+

Liminal Coil

Base stats

Base
Twisted WandTwisted Wand
IntIntelligence
114
  • Grants Skill: Coiling BoltsGrants Skill: Coiling Bolts
  • (71-113) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (71-113) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • (7-13) % inc. Cast Speed(7-13) % increased Cast Speed
  • MagnitudesMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict are zero
    MagnitudesMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict are zero
  • CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict ignore CurseCurses

    Fallback hint: no keyword description was found for this term.
    limit
    CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict ignore CurseCurses

    Fallback hint: no keyword description was found for this term.
    limit
  • SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Hits GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (23-31) % of Dmg as Extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg per CurseCurses

    Fallback hint: no keyword description was found for this term.
    on target
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Hits GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (23-31) % of Damage as Extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage per CurseCurses

    Fallback hint: no keyword description was found for this term.
    on target
  • SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Hits GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (23-31) % of Dmg as Extra PhysicalPhysical

    10% increased Physical Damage
    Dmg per CurseCurses

    Fallback hint: no keyword description was found for this term.
    on target
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Hits GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (23-31) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage per CurseCurses

    Fallback hint: no keyword description was found for this term.
    on target
Coiling Bolts

Spell

  • Spell
  • Projectile
  • Chaos
  • Repeatable

Req: Level 90+

Simultaneously fires a PhysicalPhysical

10% increased Physical Damage
ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
and a Chaos ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
at the target. These projectiles ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
through any number of Cursed targets.
Simultaneously fires a PhysicalPhysical

10% increased Physical Damage
ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
and a Chaos ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
at the target. These projectiles ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
through any number of Cursed targets.

  • Level: 15 - 20Level: 15 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 1.00 secCast Time: 1.00 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 7.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 7.00%
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 38 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 38 metres per Second

Physical

  • Deals (144 - 279) to (216 - 418) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (144 - 279) to (216 - 418) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Modifiers to number of ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    instead apply to the number of targets ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Splits towards
    Modifiers to number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    instead apply to the number of targets ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Splits towards
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Split towards 2 targets
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Split towards 2 targets
  • Can ChainChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    from any number of Cursed targets
    Can ChainChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    from any number of Cursed targets
  • 50 % inc. Chaining range50 % increased Chaining range
  • q20: ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Split towards +(0 - 2) targets
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Split towards +(0 - 2) targets

Chaos

  • Modifiers to number of ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    instead apply to the number of targets ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Splits towards
    Modifiers to number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    instead apply to the number of targets ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Splits towards
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Split towards 2 targets
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Split towards 2 targets
  • Can ChainChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    from any number of Cursed targets
    Can ChainChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    from any number of Cursed targets
  • 50 % inc. Chaining range50 % increased Chaining range
  • Deals (126 - 244) to (234 - 453) Chaos.DmgChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    Deals (126 - 244) to (234 - 453) Chaos DamageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.

Coat of Red Lv. 1+

Coat of Red

Base stats

Base
ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
Mail
ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
Mail
Armour
4949
EvasionEvasion Rating
3232
Version Lvl AR EV Base Movement Speed RW Recipe
Base 1 4932--
Runeforged - 4916-0.0429 Verisium×20
Runemastered 38 297135-0.0455 Verisium×240Medved's Crest of the Circle×1
  • (80-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (80-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(80-100) to max Life+(80-100) to maximum Life
  • +(75-150) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(75-150) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • 25 % chance to be inflicted with BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    when Hit
    25 % chance to be inflicted with BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    when Hit

Skin of the Loyal Lv. 1+

Skin of the Loyal

Base stats

Base
GarmentGarment
Version Lvl RW Recipe
Base - 100
  • +(5-40) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-40) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Elemental Ailment ThresholdElemental Ailment Threshold

    A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    is inc. by UncappedUncapped

    Uncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
    Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Elemental Ailment ThresholdElemental Ailment Threshold

    A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    is increased by UncappedUncapped

    Uncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
    Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    is inc. by UncappedUncapped

    Uncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
    Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    is increased by UncappedUncapped

    Uncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
    Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    is inc. by UncappedUncapped

    Uncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
    Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    is increased by UncappedUncapped

    Uncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
    Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating is inc. by UncappedUncapped

    Uncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
    Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating is increased by UncappedUncapped

    Uncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
    Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Tabula Rasa Lv. 1+

Tabula Rasa

Base stats

Base
GarmentGarment
Version Lvl RW Recipe
Base - 100
  • Has 6 Jewel Sockets (Hidden)Has 6 Jewel Sockets (Hidden)

Apron of Emiran Lv. 1+

Apron of Emiran

Base stats

Base
Hermit GarbHermit Garb
EvasionEvasion Rating
2525
ESEnergy Shield
2525
Version Lvl EV ES Base Movement Speed RW Recipe
Base 1 2525--
Runeforged - 2216-0.0329 Verisium×20
Runemastered 38 18945-0.0328 Verisium×240Medved's Crest of the Circle×1
  • (30-50) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (30-50) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    you inflict is AggravatedAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    you inflict is AggravatedAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
  • (40-60) % reduced Dur. of BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on You
    (40-60) % reduced Duration of BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on You

Bristleboar Lv. 1+

Bristleboar

Base stats

Base
Leather VestLeather Vest
EvasionEvasion Rating
1515
Ezomyte
Version Lvl EV Base Movement Speed RW Recipe
Base 1 15--
Runeforged - 30-0.0329 Verisium×20
Runemastered 38 82-0.03165 Verisium×230Medved's Crest of the Circle×1
  • 50 % reduced EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    50 % reduced EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(40-60) to max Life+(40-60) to maximum Life
  • (3-5) Life Regeneration per second(3-5) Life Regeneration per second
  • Gain 5 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 Hit every 0.5 seconds can cause you to gain Rage.
    when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    by an Enemy
    Gain 5 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 Hit every 0.5 seconds can cause you to gain Rage.
    when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    by an Enemy
  • Gain 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 Hit every 0.5 seconds can cause you to gain Rage.
    when Critically HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    by an Enemy
    Gain 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 Hit every 0.5 seconds can cause you to gain Rage.
    when Critically HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    by an Enemy

Enfolding Dawn Lv. 1+

Enfolding Dawn

Base stats

Base
Pilgrim VestmentsPilgrim Vestments
Armour
4848
ESEnergy Shield
3131
Version Lvl AR ES Base Movement Speed RW Recipe
Base 1 4831--
Runeforged - 4816-0.0429 Verisium×20
Runemastered 38 38660-0.0455 Verisium×230Medved's Crest of the Circle×1
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +100 to 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 Skills that are active in specific Weapon Sets .
    +100 to 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 Skills that are active in specific Weapon Sets .
  • +(5-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Gain no inherent bonus from IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    Gain no inherent bonus from IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.

Bramblejack Lv. 1+

Bramblejack

Base stats

Base
Rusted CuirassRusted Cuirass
Armour
4545
Ezomyte
Version Lvl AR Base Movement Speed RW Recipe
Base 1 45--
Runeforged - 45-0.0529 Verisium×20
Runemastered 38 244-0.05110 Verisium×230Medved's Crest of the Circle×1
  • +(60-100) to max Life+(60-100) to maximum Life
  • +(60-100) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(60-100) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • Cannot Evade Enemy AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Cannot Evade Enemy AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • 250 % of MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Phys.Dmg taken reflected to Attacker
    250 % of MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Physical Damage taken reflected to Attacker
  • Regenerate 5 % of max Life per second while SurroundedSurrounded

    You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
    Regenerate 5 % of maximum Life per second while SurroundedSurrounded

    You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.

Ghostwrithe Lv. 1+

Ghostwrithe

Base stats

Base
Tattered RobeTattered Robe
ESEnergy Shield
128128
Version Lvl ES Base Movement Speed RW Recipe
Base 1 128--
Runeforged - 28-0.0329 Verisium×20
Runemastered 38 9-0.03138 Verisium×1810Uhtred's Crest of the Chalice×1
  • +100 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +100 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(29-37) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(29-37) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 35 % of Maximum Life ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    35 % of Maximum Life ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Blackbraid Lv. 4+

Blackbraid

Base stats

Base
Fur PlateFur Plate
StrStrength
10
Armour
115115
Ezomyte
Version Lvl AR Base Movement Speed RW Recipe
Base 4 115--
Runeforged 4 66-0.0533 Verisium×400Vorana's Crest of the Scythe×1
Runeforged 38 275-0.0569 Verisium×400Vorana's Crest of the Scythe×1
  • +(40-60) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(40-60) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(5-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(5-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(5-15) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(5-15) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +10 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +10 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(100-150) % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    also applies to Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    +(100-150) % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    also applies to Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
  • +(40-60) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(40-60) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.

Foxshade Lv. 4+

Foxshade

Base stats

Base
Quilted VestQuilted Vest
DexDexterity
10
EvasionEvasion Rating
100100
Ezomyte
Version Lvl EV Base Movement Speed RW Recipe
Base 4 100--
Runeforged 4 98-0.0333 Verisium×25
Runemastered 38 356-0.03152 Verisium×230Medved's Crest of the Circle×1
  • +(50-70) to EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    +(50-70) to Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • 10 % inc. Move.Spd when on Full Life10 % increased Movement Speed when on Full Life
  • 100 % inc. EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    when on Full Life
    100 % increased Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    when on Full Life

Bitterbloom Lv. 5+

Bitterbloom

Base stats

Base
Feathered RobeFeathered Robe
IntIntelligence
11
ESEnergy Shield
6565
Version Lvl ES Base Movement Speed RW Recipe
Base 5 65--
Runeforged 5 83-0.0335 Verisium×25
Runemastered 38 130-0.0399 Verisium×430Vorana's Crest of the Scythe×1
  • (50-100) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-100) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(50-100) to max Mana+(50-100) to maximum Mana
  • 50 % inc. ES Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
    50 % increased Energy Shield Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
  • ES RechargeEnergy Shield Recharge

    Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
    starts when you use a 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Energy Shield RechargeEnergy Shield Recharge

    Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
    starts when you use a 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.

The Black Doubt Lv. 11+

The Black Doubt

Base stats

Base
Hexer's RobeHexer's Robe
IntIntelligence
21
ESEnergy Shield
7676
Version Lvl ES Base Movement Speed RW Recipe
Base 11 76--
Runeforged 11 76-0.0343 Verisium×30
Runemastered 38 108-0.0383 Verisium×240Medved's Crest of the Circle×1
  • (60-100) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-100) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(10-20) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • DoT bypasses your ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    | While not on Full Life, SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy 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.
    10 % of max Mana per Second to Recover that much Life
    Damage over Time bypasses your Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    | While not on Full Life, SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy 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.
    10 % of maximum Mana per Second to Recover that much Life

Edyrn's Tusks Lv. 11+

Edyrn's Tusks

Base stats

Base
Iron CuirassIron Cuirass
StrStrength
21
Armour
298298
Ezomyte
Version Lvl AR Base Movement Speed RW Recipe
Base 11 298--
Runeforged 11 298-0.0543 Verisium×30
Runemastered 38 673-0.0555 Verisium×230Medved's Crest of the Circle×1
  • (120-160) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (120-160) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • 50 % chance to inflict BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    50 % chance to inflict BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • 50 % reduced SlowingSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    Potency of DebuffsDebuffs

    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.
    on You
    50 % reduced SlowingSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    Potency of DebuffsDebuffs

    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.
    on You
  • (15-20) to (25-30) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (15-20) to (25-30) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage

Ashrend Lv. 11+

Ashrend

Base stats

Base
Pathfinder CoatPathfinder Coat
DexDexterity
21
EvasionEvasion Rating
9696
Ezomyte
Version Lvl EV Base Movement Speed RW Recipe
Base 11 96--
Runeforged 11 96-0.0343 Verisium×30
Runemastered 38 219-0.0355 Verisium×240Medved's Crest of the Circle×1
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(30-40) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(30-40) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Cannot be IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Cannot be IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • -10 PhysicalPhysical

    10% increased Physical Damage
    Dmg taken from AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Hits
    -10 PhysicalPhysical

    10% increased Physical Damage
    Damage taken from AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Hits

The Barrow Dweller Lv. 11+

The Barrow Dweller

Base stats

Base
Rogue 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.
Rogue 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.
StrStrength
13
DexDexterity
13
Armour
113113
EvasionEvasion Rating
9595
Version Lvl AR EV Base Movement Speed RW Recipe
Base 11 11395--
Runeforged 11 11353-0.0443 Verisium×30
Runemastered 38 211105-0.0483 Verisium×250Medved's Crest of the Circle×1
  • (60-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (60-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (-20--10) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-20--10) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +50 % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +50 % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Dmg of Enemies Hitting you is Unlucky 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.
    Damage of Enemies Hitting you is Unlucky 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.
  • 50 % chance to Avoid Death from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    50 % chance to Avoid Death from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.

Gloomform Lv. 11+

Gloomform

Base stats

Base
Waxed JacketWaxed Jacket
DexDexterity
13
IntIntelligence
13
EvasionEvasion Rating
126126
ESEnergy Shield
2525
Version Lvl EV ES Base Movement Speed RW Recipe
Base 11 12625--
Runeforged 11 12625-0.0343 Verisium×30
Runemastered 38 26938-0.0369 Verisium×240Medved's Crest of the Circle×1
  • (100-150) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (100-150) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(10-20) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 20 % reduced Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    20 % reduced Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • You have a Smoke CloudSmoke Cloud

    Enemies standing in Smoke Clouds are Blinded . Smoke Clouds have a radius of 2 metres unless otherwise specified.
    around you while stationary
    You have a Smoke CloudSmoke Cloud

    Enemies standing in Smoke Clouds are Blinded . Smoke Clouds have a radius of 2 metres unless otherwise specified.
    around you while stationary

Necromantle Lv. 16+

Necromantle

Base stats

Base
Bone RaimentBone Raiment
IntIntelligence
28
ESEnergy Shield
5454
Version Lvl ES Base Movement Speed RW Recipe
Base 16 54--
Runeforged 16 54-0.0353 Verisium×45
Runemastered 38 46-0.03138 Verisium×260Medved's Crest of the Circle×1
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    gain (20-30) % of their max Life as Extra max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    gain (20-30) % of their maximum Life as Extra maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have +(17-23) % to ChaosChaos

    Fallback hint: no keyword description was found for this term.
    ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have +(17-23) % to ChaosChaos

    Fallback hint: no keyword description was found for this term.
    ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    ReviveRevive

    Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
    50 % faster
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    ReviveRevive

    Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
    50 % faster

Icetomb Lv. 16+

Icetomb

Base stats

Base
Mail VestmentsMail Vestments
StrStrength
17
IntIntelligence
17
Armour
8383
ESEnergy Shield
3030
Version Lvl AR ES Base Movement Speed RW Recipe
Base 16 8330--
Runeforged 16 8330-0.0453 Verisium×45
Runemastered 38 11835-0.0483 Verisium×250Medved's Crest of the Circle×1
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(30-40) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(30-40) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Gain ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Thorns DmgThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    equal to (10-18) % of your max Mana
    Gain ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Thorns DamageThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    equal to (10-18) % of your maximum Mana

Sierran Inheritance Lv. 16+

Sierran Inheritance

Base stats

Base
Marabout GarbMarabout Garb
DexDexterity
17
IntIntelligence
17
EvasionEvasion Rating
109109
ESEnergy Shield
4646
Version Lvl EV ES Base Movement Speed RW Recipe
Base 16 10946--
Runeforged 16 10936-0.0353 Verisium×45
Runemastered 38 13836-0.03110 Verisium×450Vorana's Crest of the Scythe×1
  • (50-80) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-80) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • -15 % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    -15 % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(30-40) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(30-40) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (15-30) % inc. ES Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
    (15-30) % increased Energy Shield Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    taken from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted on you
    All DamageAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    taken from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to Magnitude of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    inflicted on you
  • The Effect of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    on you is reversed
    The Effect of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    on you is reversed

Sands of Silk Lv. 16+

Sands of Silk

Base stats

Base
Shrouded VestShrouded Vest
DexDexterity
28
EvasionEvasion Rating
234234
Version Lvl EV Base Movement Speed RW Recipe
Base 16 234--
Runeforged 16 234-0.0353 Verisium×45
Runemastered 38 300-0.03138 Verisium×450Vorana's Crest of the Scythe×1
  • Grants Skill: Level 5 BlinkGrants Skill: Level 5 Blink
  • (50-100) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (50-100) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(50-80) to max Mana+(50-80) to maximum Mana
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(10-15) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-15) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (15-30) % inc. CDRRCooldown Recovery Rate

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    (15-30) % increased Cooldown Recovery RateCooldown Recovery Rate

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
  • unique blink sand [1]unique blink sand [1]
Blink

Buff · Level 5

  • Buff
  • Spell
  • Persistent
  • Travel

Req: Level 90+

While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.

  • Tier: 8Tier: 8
  • Level: 5 - 20Level: 5 - 20
  • Reservation: 60 SpiritReservation: 60 Spirit

Blink

  • Must be active in both Weapon SetsMust be active in both Weapon Sets

Blink

Cost
0 Mana0 Mana
Cooldown Time
(4.50 - 3.50) s(4.50 - 3.50) s
Cast Time
0.70 sec0.70 sec
  • Teleports (4.2 - 4.9) mTeleports (4.2 - 4.9) metres
  • q20: (0 - 10) % inc. Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
    (0 - 10) % increased Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate

Irongrasp Lv. 16+

Irongrasp

Base stats

Base
Vagabond 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.
Vagabond 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.
StrStrength
17
DexDexterity
17
Armour
178178
EvasionEvasion Rating
153153
Version Lvl AR EV Base Movement Speed RW Recipe
Base 16 178153--
Runeforged 16 17871-0.0453 Verisium×45
Runemastered 38 307128-0.0441 Verisium×260Medved's Crest of the Circle×1
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(100-150) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(100-150) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • Iron GripIron Grip

    Gain no inherent bonus from Strength 1% increased Projectile Attack damage per 2 Strength
    Iron GripIron Grip

    Gain no inherent bonus from Strength 1% increased Projectile Attack damage per 2 Strength
  • Iron WillIron Will

    Gain no inherent bonus from Strength 1% increased Spell damage per 2 Strength
    Iron WillIron Will

    Gain no inherent bonus from Strength 1% increased Spell damage per 2 Strength

Titanrot Cataphract Lv. 20+

Titanrot Cataphract

Base stats

Base
Maraketh CuirassMaraketh Cuirass
StrStrength
34
Armour
927927
Version Lvl AR Base Movement Speed RW Recipe
Base 20 927--
Runeforged 20 927-0.0561 Verisium×50
Runemastered 38 1433-0.0528 Verisium×250Medved's Crest of the Circle×1
  • (400-500) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (400-500) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (15-30) % inc. StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    (15-30) % increased StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • 10 % reduced DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    10 % reduced DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • 10 % reduced IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    10 % reduced IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • You have no Life RegenerationYou have no Life Regeneration

Briskwrap Lv. 22+

Briskwrap

Base stats

Base
Rhoahide CoatRhoahide Coat
DexDexterity
37
EvasionEvasion Rating
306306
Ezomyte
Version Lvl EV Base Movement Speed RW Recipe
Base 22 306--
Runeforged 22 306-0.0365 Verisium×50
Runemastered 38 399-0.0369 Verisium×450Vorana's Crest of the Scythe×1
  • (60-100) % inc. EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (60-100) % increased Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (40-60) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
    (40-60) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
  • (40-60) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Mana Recovery rate
    (40-60) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Mana Recovery rate
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(20-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (20-30) % of EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (20-30) % of Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .

Cloak of Flame Lv. 22+

Cloak of Flame

Base stats

Base
Silk RobeSilk Robe
IntIntelligence
37
ESEnergy Shield
9696
Version Lvl ES Base Movement Speed RW Recipe
Base 22 96--
Runeforged 22 64-0.0365 Verisium×50
Runemastered 38 27-0.03110 Verisium×1820Exceptional Verisium×1Uhtred's Crest of the Chalice×1
  • +(30-50) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(30-50) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(30-50) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(30-50) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (30-50) % reduced IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Dur. on you
    (30-50) % reduced IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Duration on you
  • 50 % of PhysicalPhysical

    10% increased Physical Damage
    Dmg taken as FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    50 % of PhysicalPhysical

    10% increased Physical Damage
    Damage taken as FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • 25 to 35 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    25 to 35 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage

Pariah's Embrace Lv. 26+

Pariah's Embrace

Base stats

Base
Cloaked MailCloaked Mail
StrStrength
25
DexDexterity
25
Armour
203203
EvasionEvasion Rating
180180
Version Lvl AR EV Base Movement Speed RW Recipe
Base 26 203180--
Runeforged 26 203107-0.0473 Verisium×70
Runemastered 40 192102-0.04115 Verisium×250Medved's Crest of the Circle×1
  • (50-80) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (50-80) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +50 to 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 Skills that are active in specific Weapon Sets .
    +50 to 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 Skills that are active in specific Weapon Sets .
  • +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • (10-15) Life Regeneration per second(10-15) Life Regeneration per second
  • (20-40) % inc. Mana Cost EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    (20-40) % increased Mana Cost EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.

Dustbloom Lv. 26+

Dustbloom

Base stats

Base
Studded VestStudded Vest
DexDexterity
43
EvasionEvasion Rating
444444
Version Lvl EV Base Movement Speed RW Recipe
Base 26 444--
Runeforged 26 444-0.0362 Verisium×70
Runemastered 40 689-0.0329 Verisium×260Medved's Crest of the Circle×1
  • (100-150) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (100-150) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(20-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Maximum 10 Fragile RegrowthMaximum 10 Fragile Regrowth
  • 0.5 % of max Life Regenerated per second per Fragile Regrowth0.5 % of maximum Life Regenerated per second per Fragile Regrowth
  • 10 % inc. Mana Regeneration Rate per Fragile Regrowth10 % increased Mana Regeneration Rate per Fragile Regrowth
  • Lose all Fragile Regrowth when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Lose all Fragile Regrowth when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    1 Fragile Regrowth each second
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    1 Fragile Regrowth each second

Wandering Reliquary Lv. 27+

Wandering Reliquary

Base stats

Base
Steel PlateSteel Plate
StrStrength
45
Armour
353353
Version Lvl AR Base Movement Speed RW Recipe
Base 27 353--
Runeforged 27 353-0.0564 Verisium×75
Runemastered 40 420-0.0543 Verisium×260Medved's Crest of the Circle×1
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(60-80) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(60-80) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • 50 % of Phys.Dmg prevented RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
    50 % of Physical Damage prevented RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life

Prayers for Rain Lv. 28+

Prayers for Rain

Base stats

Base
Keth RaimentKeth Raiment
IntIntelligence
47
ESEnergy Shield
123123
Version Lvl ES Base Movement Speed RW Recipe
Base 28 123--
Runeforged 28 123-0.0366 Verisium×80
Runemastered 38 121-0.0355 Verisium×250Medved's Crest of the Circle×1
  • (60-100) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-100) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-15) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-15) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(10-20) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 30 % slower start of ES Rechargeslower start of Energy Shield Recharge

    Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.
    30 % slower start of Energy Shield Rechargeslower start of Energy Shield Recharge

    Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.
  • ES RechargeEnergy Shield Recharge

    Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
    is not interrupted by Dmg if Recharge began RecentlyRecently

    Recently refers to the past 4 seconds.
    Energy Shield RechargeEnergy Shield Recharge

    Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
    is not interrupted by Damage if Recharge began RecentlyRecently

    Recently refers to the past 4 seconds.

Reverie Lv. 28+

Reverie

Base stats

Base
Shaman MantleShaman Mantle
StrStrength
26
IntIntelligence
26
Armour
320320
ESEnergy Shield
102102
Version Lvl AR ES Base Movement Speed RW Recipe
Base 28 320102--
Runeforged 28 26741-0.0477 Verisium×80
Runemastered 38 29242-0.0444 Verisium×440Vorana's Crest of the Scythe×1
  • Grants Skill: Level 8 Rite of RestorationGrants Skill: Level 8 Rite of Restoration
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • -10 % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    -10 % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Cannot use Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    | Non-Unique Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    apply their Effects constantly | Recovery from Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    cannot be Instant | Recovery from your Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    cannot be applied to anything other than you
    Cannot use Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    | Non-Unique Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    apply their Effects constantly | Recovery from Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    cannot be Instant | Recovery from your Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    cannot be applied to anything other than you
  • (40-60) % less 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery
    (40-60) % less 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery
Rite of Restoration

Spell · Level 8

  • Spell
  • AoE
  • Duration
  • Staged

Req: Level 90+

Place a Sigil on the ground, providing a powerful Buff to you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
standing in it which grants Life Regeneration and amplifies 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.
, EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
and 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.
. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Place a Sigil on the ground, providing a powerful Buff to you and AlliesAllies

Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
standing in it which grants Life Regeneration and amplifies 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.
, EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
and 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.
. The Buff becomes more powerful the more mana you spend while standing in the Sigil.

  • Level: 8 - 20Level: 8 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cooldown: 10.00 sCooldown Time: 10.00 s
  • Cast: 0.60 secCast Time: 0.60 sec
  • Minimum 1 second between gaining StagesMinimum 1 second between gaining Stages
  • Sigil radius is 4.5 mSigil radius is 4.5 metres
  • GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    a Stage when you Spend a total of 35 % of your Maximum Mana while in Area
    GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    a Stage when you Spend a total of 35 % of your Maximum Mana while in Area
  • Maximum 4 StagesMaximum 4 Stages
  • Buff grants (11 - 14) % 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.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    and 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.
    per Stage
    Buff grants (11 - 14) % 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.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    and 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.
    per Stage
  • Buff grants (8.7 - 21.7) Life Regenerated per second per StageBuff grants (8.7 - 21.7) Life Regenerated per second per Stage
  • q20: Sigil radius is (0 - 0.8) mSigil radius is (0 - 0.8) metres

The Dancing Mirage Lv. 28+

The Dancing Mirage

Base stats

Base
Wayfarer JacketWayfarer Jacket
DexDexterity
26
IntIntelligence
26
EvasionEvasion Rating
306306
ESEnergy Shield
110110
Version Lvl EV ES Base Movement Speed RW Recipe
Base 28 306110--
Runeforged 28 42041-0.0377 Verisium×80
Runemastered 40 49344-0.0343 Verisium×260Medved's Crest of the Circle×1
  • (150-200) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (150-200) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 20 % less Dmg taken if you have not been HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    RecentlyRecently

    Recently refers to the past 4 seconds.
    20 % less Damage taken if you have not been HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    RecentlyRecently

    Recently refers to the past 4 seconds.
  • 100 % inc. EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    if you have been HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    RecentlyRecently

    Recently refers to the past 4 seconds.
    100 % increased Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    if you have been HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    RecentlyRecently

    Recently refers to the past 4 seconds.

Redflare Conduit Lv. 33+

Redflare Conduit

Base stats

Base
Anchorite GarbAnchorite Garb
DexDexterity
31
IntIntelligence
31
EvasionEvasion Rating
132132
ESEnergy Shield
4646
Version Lvl EV ES Base Movement Speed RW Recipe
Base 33 13246--
Runeforged 33 13246-0.0374 Verisium×105
Runemastered 55 13843-0.03130 Verisium×460Medved's Crest of the Circle×1
  • +(50-70) to max Mana+(50-70) to maximum Mana
  • +(20-30) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 20 % chance to gain a Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    20 % chance to gain a Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Lose all Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on reaching max Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Lose all Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on reaching maximum Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • ShocksShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    you when you reach max Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    ShocksShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    you when you reach maximum Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.

Belly of the Beast Lv. 33+

Belly of the Beast

Base stats

Base
Explorer 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.
Explorer 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.
StrStrength
31
DexDexterity
31
Armour
331331
EvasionEvasion Rating
293293
Version Lvl AR EV Base Movement Speed RW Recipe
Base 33 331293--
Runeforged 33 331132-0.0474 Verisium×105
Runemastered 55 442180-0.0456 Verisium×810Vorana's Crest of the Scythe×1
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(100-150) to max Life+(100-150) to maximum Life
  • +(100-150) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(100-150) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    is instant
    Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    is instant
  • (25-30) to (35-40) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (25-30) to (35-40) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage

Kingsguard Lv. 33+

Kingsguard

Base stats

Base
Full PlateFull Plate
StrStrength
54
Armour
270270
Ezomyte
Version Lvl AR Base Movement Speed RW Recipe
Base 33 270--
Runeforged 33 270-0.0569 Verisium×105
Runemastered 45 231-0.05126 Verisium×320Medved's Crest of the Circle×1
  • +(60-80) to max Life+(60-80) to maximum Life
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • +(5-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 25 % reduced Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Dur.
    25 % reduced Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Duration
  • Recover 5 % of max Life for each Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    consumed
    Recover 5 % of maximum Life for each Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    consumed

The Rat Cage Lv. 33+

The Rat Cage

Base stats

Base
Scout's VestScout's Vest
DexDexterity
5
EvasionEvasion Rating
480480
Version Lvl EV Base Movement Speed RW Recipe
Base 33 480--
Runeforged 33 480-0.0369 Verisium×105
Runemastered 55 540-0.03130 Verisium×460Medved's Crest of the Circle×1
  • (100-150) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (100-150) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +300 to max Life+300 to maximum Life
  • 25 % reduced AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req.
    25 % reduced AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements
  • 100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    taken as PhysicalPhysical

    10% increased Physical Damage
    Dmg
    100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    taken as PhysicalPhysical

    10% increased Physical Damage
    Damage

Tetzlapokal's Desire Lv. 33+

Tetzlapokal's Desire

Base stats

Base
Votive RaimentVotive Raiment
IntIntelligence
54
ESEnergy Shield
173173
Version Lvl ES Base Movement Speed RW Recipe
Base 33 173--
Runeforged 33 173-0.0369 Verisium×105
Runemastered 55 100-0.03186 Verisium×460Medved's Crest of the Circle×1
  • (100-150) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-150) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Life RechargesLife Recharges

    Lost Life will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Life resets this delay, interrupting Recharge. Modifiers to Energy Shield Recharge Rate or to how fast it starts will also apply to Life Recharge.
    Life RechargesLife Recharges

    Lost Life will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Life resets this delay, interrupting Recharge. Modifiers to Energy Shield Recharge Rate or to how fast it starts will also apply to Life Recharge.

Soul Mantle Lv. 36+

Soul Mantle

Base stats

Base
Sacrificial MantleSacrificial Mantle
StrStrength
33
IntIntelligence
33
Armour
334334
ESEnergy Shield
100100
Version Lvl AR ES Base Movement Speed RW Recipe
Base 36 334100--
Runeforged 36 33448-0.0477 Verisium×120
Runemastered 55 43960-0.0437 Verisium×460Medved's Crest of the Circle×1
  • (80-120) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (80-120) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +75 to 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 Skills that are active in specific Weapon Sets .
    +75 to 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 Skills that are active in specific Weapon Sets .
  • +10 to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +10 to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +15 to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +15 to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +1 to max number of Summoned TotemsTotems

    Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed. Totem Limit is shared between different types of Totem by default.
    +1 to maximum number of Summoned TotemsTotems

    Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed. Totem Limit is shared between different types of Totem by default.
  • Inflicts a random CurseCurses

    Fallback hint: no keyword description was found for this term.
    on you when your TotemsTotems

    Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed. Totem Limit is shared between different types of Totem by default.
    die, ignoring CurseCurses

    Fallback hint: no keyword description was found for this term.
    limit
    Inflicts a random CurseCurses

    Fallback hint: no keyword description was found for this term.
    on you when your TotemsTotems

    Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed. Totem Limit is shared between different types of Totem by default.
    die, ignoring CurseCurses

    Fallback hint: no keyword description was found for this term.
    limit

Quatl's Molt Lv. 36+

Quatl's Molt

Base stats

Base
Serpentscale CoatSerpentscale Coat
DexDexterity
59
EvasionEvasion Rating
426426
Version Lvl EV Base Movement Speed RW Recipe
Base 36 426--
Runeforged 36 426-0.0369 Verisium×120
Runemastered 55 631-0.0319 Verisium×3730Uhtred's Crest of the Chalice×1
  • (60-80) % inc. EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (60-80) % increased Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(60-80) to max Life+(60-80) to maximum Life
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (40-60) % of EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (40-60) % of Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (10-20) Life Regeneration per second(10-20) Life Regeneration per second
  • Cannot be PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Cannot be PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.

Doryani's Prototype Lv. 37+

Doryani's Prototype

Base stats

Base
Scale MailScale Mail
StrStrength
34
DexDexterity
34
Armour
274274
EvasionEvasion Rating
245245
Version Lvl AR EV Base Movement Speed RW Recipe
Base 37 274245--
Runeforged 37 274147-0.0478 Verisium×130
Runemastered 55 312170-0.0475 Verisium×830Vorana's Crest of the Scythe×1
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(60-80) to max Life+(60-80) to maximum Life
  • +100% of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    also applies to Light.DmgLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    +100% of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    also applies to Lightning DamageLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have Light. ResLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    equal to yours
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have Lightning ResistanceLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    equal to yours
  • Light. ResLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    does not affect Lightning damageLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    taken
    Lightning ResistanceLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    does not affect Lightning damageLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    taken

Greed's Embrace Lv. 37+

Greed's Embrace

Base stats

Base
Vaal CuirassVaal Cuirass
StrStrength
90
Armour
721721
Version Lvl AR Base Movement Speed RW Recipe
Base 37 721--
Runeforged 37 721-0.0570 Verisium×130
Runemastered 55 823-0.0593 Verisium×820Vorana's Crest of the Scythe×1
  • 50 % inc. StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    req.
    50 % increased StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    Requirement
  • 20 % reduced Move.Spd20 % reduced Movement Speed
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (30-50) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (30-50) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(20-30) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Zerphi's Serape Lv. 39+

Zerphi's Serape

Base stats

Base
Scalper's JacketScalper's Jacket
DexDexterity
5
IntIntelligence
5
EvasionEvasion Rating
257257
ESEnergy Shield
8585
Version Lvl EV ES Base Movement Speed RW Recipe
Base 39 25785--
Runeforged 39 25751-0.0382 Verisium×140
Runemastered 55 28453-0.0375 Verisium×3770Uhtred's Crest of the Chalice×1
  • (60-80) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-80) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • 50 % inc. AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req.
    50 % increased AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements
  • (-30-30) % reduced Life Regeneration rate(-30-30) % reduced Life Regeneration rate
  • (-30-30) % reduced Mana Regeneration Rate(-30-30) % reduced Mana Regeneration Rate
  • Soul EaterSoul Eater

    Gain 1% increased Skill Speed for 4 seconds when an enemy dies in your Presence , stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.
    Soul EaterSoul Eater

    Gain 1% increased Skill Speed for 4 seconds when an enemy dies in your Presence , stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.

The Covenant Lv. 40+

The Covenant

Base stats

Base
Altar RobeAltar Robe
IntIntelligence
65
ESEnergy Shield
251251
Version Lvl ES Base Movement Speed RW Recipe
Base 40 251--
Runeforged 40 228-0.0375 Verisium×145
Runemastered 55 173-0.03149 Verisium×3830Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 10 Life RemnantsGrants Skill: Level 10 Life Remnants
  • (100-150) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-150) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(100-150) to max Life+(100-150) to maximum Life
  • 10 % of SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg Leeched as LifeLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    10 % of SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage Leeched as LifeLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
  • Skills GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    100 % of Mana Cost as ExtraGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    Life Cost
    Skills GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    100 % of Mana Cost as ExtraGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    Life Cost
Life Remnants

Buff · Level 10

  • Buff
  • Persistent
  • Remnant

Req: Level 90+

Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant , and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
maximum Life.
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant , and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
maximum Life.

  • Level: 10 - 20Level: 10 - 20
  • Remnants last for 8 secondsRemnants last for 8 seconds
  • 25 % chance to spawn a Remnant on killing an enemy25 % chance to spawn a Remnant on killing an enemy
  • Spawn a Remnant on Hitting a target, no more than once every 3 secondsSpawn a Remnant on Hitting a target, no more than once every 3 seconds
  • Each Remnant grants (112 - 410) LifeEach Remnant grants (112 - 410) Life
  • q20: (0 - 10) % chance to spawn a Remnant on killing an enemy(0 - 10) % chance to spawn a Remnant on killing an enemy

Loreweave Lv. 43+

Loreweave

Base stats

Base
Ornate RingmailOrnate Ringmail
StrStrength
45
IntIntelligence
45
Armour
225225
ESEnergy Shield
6666
Version Lvl AR ES Base Movement Speed RW Recipe
Base 43 22566--
Runemastered 55 21060-0.04112 Verisium×3740Uhtred's Crest of the Chalice×1
  • Adds (1-4) to (8-12) PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (1-4) to (8-12) PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • +(200-300) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(200-300) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(20-30) to max Mana+(20-30) to maximum Mana
  • (6-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (6-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(2-5) % to QualityQuality

    Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%. Martial Weapons gain 1% more Physical damage per Quality. Armours gain 1% more Armour , Evasion , Energy Shield and Runic Ward per Quality. Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item. Flasks gain 1% more Life and Mana recovery per Quality. Charms gain 1% increased duration per Quality. Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
    of all Skills
    +(2-5) % to QualityQuality

    Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%. Martial Weapons gain 1% more Physical damage per Quality. Armours gain 1% more Armour , Evasion , Energy Shield and Runic Ward per Quality. Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item. Flasks gain 1% more Life and Mana recovery per Quality. Charms gain 1% increased duration per Quality. Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
    of all Skills
  • (7-10) % inc. Cast Speed(7-10) % increased Cast Speed
  • Your Maximum ResistancesMaximum_Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    are (75-80) %
    Your Maximum ResistancesMaximum_Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    are (75-80) %
  • Random 3 Unique Ring ModifiersRandom 3 Unique Ring Modifiers

The Mutable Star Lv. 45+

The Mutable Star

Base stats

Base
Cleric VestmentsCleric Vestments
StrStrength
41
IntIntelligence
41
Armour
425425
ESEnergy Shield
124124
Version Lvl AR ES Base Movement Speed RW Recipe
Base 45 425124--
Runeforged 45 42591-0.0485 Verisium×180
Runemastered 55 40884-0.0475 Verisium×470Medved's Crest of the Circle×1
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (50-100) % inc. ES Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
    (50-100) % increased Energy Shield Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
  • (25-35) Life Regeneration per second(25-35) Life Regeneration per second
  • (30-50) % reduced IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Dur. on you
    (30-50) % reduced IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Duration on you
  • Defend against HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    as though you had 1 % more ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    per 1% current ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Defend against HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    as though you had 1 % more ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    per 1% current Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (30-50) % reduced Dur. of BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on You
    (30-50) % reduced Duration of BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on You

Gloamgown Lv. 45+

Gloamgown

Base stats

Base
Elementalist RobeElementalist Robe
IntIntelligence
72
ESEnergy Shield
237237
Version Lvl ES Base Movement Speed RW Recipe
Base 45 237--
Runeforged 45 1267-0.0376 Verisium×180
Runemastered 55 1181-0.0375 Verisium×300Exceptional Verisium×1Medved's Crest of the Circle×1
  • (100-140) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-140) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(30-40) to 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 Skills that are active in specific Weapon Sets .
    +(30-40) to 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 Skills that are active in specific Weapon Sets .
  • +(25-35) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(25-35) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 1000 % inc. ES Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
    1000 % increased Energy Shield Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
  • Your base ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Recharge DelayEnergy Shield Recharge

    Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
    is 10 seconds
    Your base Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Recharge DelayEnergy Shield Recharge

    Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
    is 10 seconds

Perfidy Lv. 45+

Perfidy

Base stats

Base
Knight 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.
Knight 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.
StrStrength
41
DexDexterity
41
Armour
973973
EvasionEvasion Rating
878878
Version Lvl AR EV Base Movement Speed RW Recipe
Base 45 973878--
Runeforged 45 973176-0.0485 Verisium×180
Runemastered 55 873159-0.0493 Verisium×750Vorana's Crest of the Scythe×1
  • (300-450) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (300-450) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (10-30) % chance to Avoid PhysicalPhysical

    10% increased Physical Damage
    Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (10-30) % chance to Avoid PhysicalPhysical

    10% increased Physical Damage
    Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (10-30) % chance to Avoid FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (10-30) % chance to Avoid FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (10-30) % chance to Avoid ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (10-30) % chance to Avoid ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (10-30) % chance to Avoid LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (10-30) % chance to Avoid LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (10-30) % chance to Avoid ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (10-30) % chance to Avoid ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are IntimidatedIntimidated

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are IntimidatedIntimidated

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.

The Sunken Vessel Lv. 45+

The Sunken Vessel

Base stats

Base
Knight 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.
Knight 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.
StrStrength
41
DexDexterity
41
Armour
433433
EvasionEvasion Rating
391391
Version Lvl AR EV Base Movement Speed RW Recipe
Base 45 433391--
Runeforged 45 433176-0.0485 Verisium×180
Runemastered 55 388159-0.0493 Verisium×600Vorana's Crest of the Scythe×1
  • (120-180) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (120-180) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(80-120) to max Life+(80-120) to maximum Life
  • 30 % reduced Life Recovery rate30 % reduced Life Recovery rate
  • 33 % chance to avoid ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    33 % chance to avoid ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • PhysicalPhysical

    10% increased Physical Damage
    Dmg of Enemies HittingHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    you is UnluckyUnlucky

    Unlucky things are rolled twice and the worse result used.
    PhysicalPhysical

    10% increased Physical Damage
    Damage of Enemies HittingHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    you is UnluckyUnlucky

    Unlucky things are rolled twice and the worse result used.
  • ConvertConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    All ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    to EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    ConvertConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    All ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    to Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .

Widow's Reign Lv. 45+

Widow's Reign

Base stats

Base
Knight 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.
Knight 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.
StrStrength
41
DexDexterity
41
Armour
450450
EvasionEvasion Rating
407407
Version Lvl AR EV Base Movement Speed RW Recipe
Base 45 450407--
Runeforged 45 450176-0.0485 Verisium×180
Runemastered 55 404159-0.0493 Verisium×830Vorana's Crest of the Scythe×1
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(100-150) to max Life+(100-150) to maximum Life
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(200-300) to Ailment ThresholdElemental Ailment Threshold

    A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    +(200-300) to Ailment ThresholdElemental Ailment Threshold

    A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
  • Life that would be lost by taking Dmg is instead ReservedReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    | until you take no Dmg to Life for 3 seconds
    Life that would be lost by taking Damage is instead ReservedReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    | until you take no Damage to Life for 3 seconds

Lightning Coil Lv. 50+

Lightning Coil

Base stats

Base
Ancestral MailAncestral Mail
StrStrength
44
DexDexterity
44
Armour
445445
EvasionEvasion Rating
404404
Version Lvl AR EV Base Movement Speed RW Recipe
Base 50 445404--
Runeforged 50 445194-0.0486 Verisium×220
Runemastered 65 397174-0.04107 Verisium×1140Vorana's Crest of the Scythe×1
  • Grants Skill: Level 12 Valako's ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Grants Skill: Level 12 Valako's ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • (80-120) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (80-120) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(80-100) to max Life+(80-100) to maximum Life
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (-40--30) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-40--30) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (30-50) % of PhysicalPhysical

    10% increased Physical Damage
    damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    taken as LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    (30-50) % of PhysicalPhysical

    10% increased Physical Damage
    damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    taken as LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
  • lightning coil replace damage hit effect index [110]lightning coil replace damage hit effect index [110]
Valako's Charge

Spell · Level 12

  • Spell
  • AoE
  • Trigger
  • Lightning
  • Chaining

Req: Level 90+

While active, taking 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 builds up charge on you. Reaching full charge expends all charge to Trigger this skill, creating a Chaining lightning bolt that arcs to nearby enemies.
While active, taking 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 builds up charge on you. Reaching full charge expends all charge to Trigger this skill, creating a Chaining lightning bolt that arcs to nearby enemies.

  • Level: 12 - 20Level: 12 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cooldown: 1.00 sCooldown Time: 1.00 s
  • Cast: InstantCast Time: Instant
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 9.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 9.00%

Buff

  • Can target Enemies within 3 mCan target Enemies within 3 metres

Bolt

  • 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.
    damage from this skill Contributes to Electrocution Buildup
    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 from this skill Contributes to Electrocution Buildup
  • Cannot ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    Cannot ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
  • Deals (35 - 102) to (656 - 1942) 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
    Deals (35 - 102) to (656 - 1942) 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
  • ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    (5 - 5) times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    (5 - 5) times
  • q20: ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    +(0 - 2) times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    +(0 - 2) times

Queen of the Forest Lv. 51+

Queen of the Forest

Base stats

Base
Smuggler CoatSmuggler Coat
DexDexterity
82
EvasionEvasion Rating
12671267
Version Lvl EV Base Movement Speed RW Recipe
Base 51 1267--
Runeforged 51 1267-0.0370 Verisium×230
Runemastered 65 1433-0.0386 Verisium×5000Uhtred's Crest of the Chalice×1
  • (250-300) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (250-300) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • (-15--10) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-15--10) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(25-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(25-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(10-15) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-15) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Increases Move.Spd by 25%, plus 1% per 600 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating, up to a max of 75 % | Other Modifiers to Move.Spd except for Sprinting do not apply
    Increases Movement Speed by 25%, plus 1% per 600 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating, up to a maximum of 75 % | Other Modifiers to Movement Speed except for Sprinting do not apply

Waveshaper Lv. 51+

Waveshaper

Base stats

Base
Tideseer MantleTideseer Mantle
StrStrength
45
IntIntelligence
45
Armour
218218
ESEnergy Shield
174174
Version Lvl AR ES Base Movement Speed RW Recipe
Base 51 218174--
Runeforged 51 21863-0.0487 Verisium×230
Runemastered 65 5515-0.04129 Verisium×1160Vorana's Crest of the Scythe×1
  • +(100-200) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(100-200) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(20-40) to 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 Skills that are active in specific Weapon Sets .
    +(20-40) to 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 Skills that are active in specific Weapon Sets .
  • +(25-35) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(25-35) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(25-35) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(25-35) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Increases and Reductions to Mana Regeneration Rate also | apply to ES Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
    Increases and Reductions to Mana Regeneration Rate also | apply to Energy Shield Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
  • GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    (30-50) % of Maximum Mana as ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    (30-50) % of Maximum Mana as ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.

Pragmatism Lv. 52+

Pragmatism

Base stats

Base
Explorer 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.
Explorer 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.
StrStrength
31
DexDexterity
31
Armour
568568
EvasionEvasion Rating
503503
Version Lvl AR EV Base Movement Speed RW Recipe
Base 52 568503--
Runeforged 52 568132-0.0474 Verisium×105
Runemastered 55 758180-0.0456 Verisium×2500Uhtred's Crest of the Chalice×1
  • (200-300) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • -17 % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    -17 % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    use no Charges
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    use no Charges

Couture of Crimson Lv. 52+

Couture of Crimson

Base stats

Base
Gilded VestmentsGilded Vestments
StrStrength
46
IntIntelligence
46
Armour
333333
ESEnergy Shield
9595
Version Lvl AR ES Base Movement Speed RW Recipe
Base 52 33395--
Runemastered 65 32761-0.0486 Verisium×5360Uhtred's Crest of the Chalice×1
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (10-15) % inc. max Life(10-15) % increased maximum Life
  • Life LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    can OverflowOverflow

    Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
    Maximum Life
    Life LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    can OverflowOverflow

    Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
    Maximum Life
  • (40-60) % reduced Dur. of BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on You
    (40-60) % reduced Duration of BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on You

Yriel's Fostering Lv. 52+

Yriel's Fostering

Base stats

Base
Strider VestStrider Vest
DexDexterity
83
EvasionEvasion Rating
849849
Version Lvl EV Base Movement Speed RW Recipe
Base 52 849--
Runemastered 70 891-0.03107 Verisium×9200Exceptional Verisium×12Uhtred's Crest of the Chalice×1
  • (100-150) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (100-150) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(80-120) to max Life+(80-120) to maximum Life
  • +(10-30) to 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 Skills that are active in specific Weapon Sets .
    +(10-30) to 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 Skills that are active in specific Weapon Sets .
  • (40-60) % reduced PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Dur. on you
    (40-60) % reduced PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Duration on you
  • (40-60) % reduced Dur. of BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on You
    (40-60) % reduced Duration of BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on You
  • You can have two CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    of different types
    You can have two CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    of different types

The Brass Dome Lv. 58+

The Brass Dome

Base stats

Base
Champion CuirassChampion Cuirass
StrStrength
92
Armour
28282828
Version Lvl AR Base Movement Speed Recipe Version details
Base 58 2828-
Runeforged 58 --0.05 Exceptional Verisium×39Uhtred's Crest of the Chalice×1
Runeforged details
  • +(750 — 1000) to maximum Runic Ward
  • (500-600) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (500-600) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (-5--1) % to all Maximum Ele.ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    (-5--1) % to all Maximum Elemental ResistancesMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
  • +(200-300) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(200-300) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • Take no Extra Dmg from Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Take no Extra Damage from Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.

Vis Mortis Lv. 58+

Vis Mortis

Base stats

Base
Plated RaimentPlated Raiment
IntIntelligence
92
ESEnergy Shield
226226
Version Lvl ES Base Movement Speed RW Recipe
Base 58 226--
Runemastered 65 222-0.0343 Verisium×1150Vorana's Crest of the Scythe×1
  • (70-100) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (70-100) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(70-100) to max Mana+(70-100) to maximum Mana
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have 50 % reduced max Life
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have 50 % reduced maximum Life
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have Unholy MightUnholy Might

    Unholy Might is a Buff that grants 30% of all damage as extra Chaos Damage .
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have Unholy MightUnholy Might

    Unholy Might is a Buff that grants 30% of all damage as extra Chaos Damage .

Voll's Protector Lv. 59+

Voll's Protector

Base stats

Base
Plated VestmentsPlated Vestments
StrStrength
52
IntIntelligence
52
Armour
667667
ESEnergy Shield
188188
Version Lvl AR ES Base Movement Speed RW Recipe
Base 59 667188--
Runeforged 59 50153-0.04158 Verisium×300
Runemastered 59 56360-0.0437 Verisium×820Vorana's Crest of the Scythe×1
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • 25 % reduced max Mana25 % reduced maximum Mana
  • +(13-17) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(13-17) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 25 % chance to gain a Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    25 % chance to gain a Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.

Temporalis Lv. 64+

Temporalis

Base stats

Base
Silk RobeSilk Robe
IntIntelligence
37
ESEnergy Shield
177177
Version Lvl ES Base Movement Speed RW Recipe
Base 64 177--
Runeforged 64 64-0.0365 Verisium×50
Runemastered 64 27-0.03110 Verisium×2500Exceptional Verisium×1Uhtred's Crest of the Chalice×1
  • +(100-150) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(100-150) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (5-30) % of Dmg taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
    (5-30) % of Damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
  • (5-30) % of Dmg taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
    (5-30) % of Damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
  • Skills have (-2--1) seconds to CooldownSkills have (-2--1) seconds to Cooldown

The Auspex Lv. 65+

The Auspex

Base stats

Base
Exquisite VestExquisite Vest
DexDexterity
242
EvasionEvasion Rating
13981398
Version Lvl EV Base Movement Speed RW Recipe
Base 65 1398--
Runemastered 70 1048-0.0386 Verisium×1300Vorana's Crest of the Scythe×1
  • Grants Skill: Level 15 Mist RavenGrants Skill: Level 15 Mist Raven
  • (210-240) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating
    (210-240) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating
  • +(70-120) to max Life+(70-120) to maximum Life
  • 100 % inc. Attribute req.100 % increased Attribute Requirements
  • Chance to Deflect is Lucky while on Low LifeChance to Deflect is Lucky while on Low Life
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    gain 1 Gruelling Madness each second
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    gain 1 Gruelling Madness each second
Mist Raven

Minion · Level 15

  • Minion
  • Companion
  • Persistent
  • Physical
  • Chaos

Req: Level 90+

Summons a mysterious undamageable Mist Raven that can be Commanded to dive at target location, crashing through an otherworldly mirror and damaging enemies in an area. The raven grants you a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
for each enemy it Culls .
Summons a mysterious undamageable Mist Raven that can be Commanded to dive at target location, crashing through an otherworldly mirror and damaging enemies in an area. The raven grants you a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
for each enemy it Culls .

  • Level: 15 - 20Level: 15 - 20

Minion Info

  • 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.
    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.
  • This Minion uses your 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.
    threshold
    This Minion uses your 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.
    threshold
  • q20: (0 - 20) % chance when you gain a Frenzy ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    to gain an additional Frenzy ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    (0 - 20) % chance when you gain a Frenzy ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    to gain an additional Frenzy ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.

Command

Cost
8 Mana8 Mana

The Auspex Lv. 65+

The Auspex

Base stats

Base
Exquisite VestExquisite Vest
DexDexterity
242
EvasionEvasion Rating
13981398
Version Lvl EV Base Movement Speed RW Recipe
Base 65 1398--
Runemastered 70 1048-0.0386 Verisium×1300Vorana's Crest of the Scythe×1
  • Grants Skill: Level 15 Mist RavenGrants Skill: Level 15 Mist Raven
  • (210-240) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating
    (210-240) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating
  • +(70-120) to max Life+(70-120) to maximum Life
  • 100 % inc. Attribute req.100 % increased Attribute Requirements
  • Chance to Deflect is Lucky while on Low LifeChance to Deflect is Lucky while on Low Life
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    gain 1 Gruelling Madness each second
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    gain 1 Gruelling Madness each second
  • Raven-TouchedRaven-Touched
Mist Raven

Minion · Level 15

  • Minion
  • Companion
  • Persistent
  • Physical
  • Chaos

Req: Level 90+

Summons a mysterious undamageable Mist Raven that can be Commanded to dive at target location, crashing through an otherworldly mirror and damaging enemies in an area. The raven grants you a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
for each enemy it Culls .
Summons a mysterious undamageable Mist Raven that can be Commanded to dive at target location, crashing through an otherworldly mirror and damaging enemies in an area. The raven grants you a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
for each enemy it Culls .

  • Level: 15 - 20Level: 15 - 20

Minion Info

  • 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.
    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.
  • This Minion uses your 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.
    threshold
    This Minion uses your 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.
    threshold
  • q20: (0 - 20) % chance when you gain a Frenzy ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    to gain an additional Frenzy ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    (0 - 20) % chance when you gain a Frenzy ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    to gain an additional Frenzy ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.

Command

Cost
8 Mana8 Mana

Morior Invictus Lv. 65+

Morior Invictus

Base stats

Base
Grand RegaliaGrand Regalia
StrStrength
41
DexDexterity
41
IntIntelligence
41
Armour
746746
EvasionEvasion Rating
677677
ESEnergy Shield
205205
Version Lvl AR EV ES Base Movement Speed RW Recipe
Base 65 746677205--
Runemastered 65 59513240-0.0486 Verisium×580Exceptional Verisium×2Vorana's Crest of the Scythe×1
  • (300-400) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (300-400) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • 3 Random Socket Modifiers3 Random Socket Modifiers
  • Has 4 Augment Sockets (Hidden)Has 4 Augment Sockets (Hidden)

Cloak of Defiance Lv. 65+

Cloak of Defiance

Base stats

Base
Havoc RaimentHavoc Raiment
IntIntelligence
121
ESEnergy Shield
236236
Version Lvl ES Base Movement Speed RW Recipe
Base 65 236--
Runemastered 70 164-0.03129 Verisium×6140Uhtred's Crest of the Chalice×1
  • (50-100) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-100) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(100-150) to max Mana+(100-150) to maximum Mana
  • (50-100) % inc. Mana Regeneration Rate(50-100) % increased Mana Regeneration Rate
  • 50 % of Dmg is taken from Mana before Life50 % of Damage is taken from Mana before Life

The Coming Calamity Lv. 65+

The Coming Calamity

Base stats

Base
Heroic 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.
Heroic 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.
StrStrength
67
DexDexterity
67
Armour
273273
EvasionEvasion Rating
248248
Version Lvl AR EV Base Movement Speed RW Recipe
Base 65 273248--
Runemastered 65 136124-0.04215 Verisium×4920Exceptional Verisium×1Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 15 HeraldHerald

    Fallback hint: no keyword description was found for this term.
    of Ash
    Grants Skill: Level 15 HeraldHerald

    Fallback hint: no keyword description was found for this term.
    of Ash
  • Grants Skill: Level 15 HeraldHerald

    Fallback hint: no keyword description was found for this term.
    of Ice
    Grants Skill: Level 15 HeraldHerald

    Fallback hint: no keyword description was found for this term.
    of Ice
  • Grants Skill: Level 15 HeraldHerald

    Fallback hint: no keyword description was found for this term.
    of Thunder
    Grants Skill: Level 15 HeraldHerald

    Fallback hint: no keyword description was found for this term.
    of Thunder
  • +(60-80) to max Life+(60-80) to maximum Life
  • +(30-40) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(30-40) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • HeraldHerald

    Fallback hint: no keyword description was found for this term.
    Skills deal (50-100) % inc. Dmg
    HeraldHerald

    Fallback hint: no keyword description was found for this term.
    Skills deal (50-100) % increased Damage
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have no ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have no ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Herald of Ash

Buff · Level 15

  • Buff
  • Persistent
  • AoE
  • Fire
  • Duration
  • Herald

Req: Level 90+

While active, enemies you sufficiently Overkill with non- Herald Attacks will cause an explosion that IgnitesIgnite

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
nearby enemies based on the Overkill damage dealt.
While active, enemies you sufficiently Overkill with non- Herald Attacks will cause an explosion that IgnitesIgnite

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
nearby enemies based on the Overkill damage dealt.

  • Tier: 4Tier: 4
  • Level: 15 - 20Level: 15 - 20
  • Reservation: 30 SpiritReservation: 30 Spirit

Buff

  • IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    surrounding enemies if Overkill damage is at least 20 % of enemy's max Life
    IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    surrounding enemies if Overkill damage is at least 20 % of enemy's maximum Life

Explosion

  • Explosion radius is 1.2 mExplosion radius is 1.2 metres
  • IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    duration is 3 seconds
    IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    duration is 3 seconds
  • An additional +(21.33 - 23) % of Overkill damage contributes to base IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    damage
    An additional +(21.33 - 23) % of Overkill damage contributes to base IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    damage
  • q20: An additional +(0 - 5) % of Overkill damage contributes to base IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    damage
    An additional +(0 - 5) % of Overkill damage contributes to base IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    damage
Herald of Ice

Buff · Level 15

  • Buff
  • Attack
  • Persistent
  • AoE
  • Cold
  • Herald
  • Payoff

Req: Level 90+

While active, Shattering an enemy with a non- Herald Attack HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
will cause an icy explosion that deals Attack damage to surrounding enemies.
While active, Shattering an enemy with a non- Herald Attack HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
will cause an icy explosion that deals Attack damage to surrounding enemies.

  • Tier: 4Tier: 4
  • Level: 15 - 20Level: 15 - 20
  • Reservation: 30 SpiritReservation: 30 Spirit

Buff

  • Enemies you Shatter explodeEnemies you Shatter explode

Explosion

Attack Damage
(70 - 286)%(70 - 286)%
  • Can't be EvadedCan't be Evaded
  • Explosion radius is 1.6 mExplosion radius is 1.6 metres
  • 100 % of Explosion PhysicalPhysical

    10% increased Physical Damage
    Dmg Converted to ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Dmg
    100 % of Explosion PhysicalPhysical

    10% increased Physical Damage
    Damage Converted to ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Damage
  • q20: Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metres
Herald of Thunder

Buff · Level 15

  • Buff
  • Attack
  • Persistent
  • AoE
  • Lightning
  • Herald
  • Payoff

Req: Level 90+

While active, killing Shocked enemies with a non- Herald Attack HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
While active, killing Shocked enemies with a non- Herald Attack HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.

  • Tier: 4Tier: 4
  • Level: 15 - 20Level: 15 - 20
  • Reservation: 30 SpiritReservation: 30 Spirit

Buff

  • 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.
    Bolts strike the targets of your next (3 - 3) Attack Hits after killing a Shocked enemy with Attack damage
    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.
    Bolts strike the targets of your next (3 - 3) Attack Hits after killing a Shocked enemy with Attack damage
  • q20: 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.
    Bolts strike the targets of your next (0 - 2) Attack Hits after killing a Shocked enemy with Attack damage
    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.
    Bolts strike the targets of your next (0 - 2) Attack Hits after killing a Shocked enemy with Attack damage

Bolt

Attack Damage
(30 - 122)%(30 - 122)%
  • Can't be EvadedCan't be Evaded
  • Bolt impact radius is 1 metreBolt impact radius is 1 metre
  • 100 % of Bolt PhysicalPhysical

    10% increased Physical Damage
    Dmg Converted to 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
    100 % of Bolt PhysicalPhysical

    10% increased Physical Damage
    Damage Converted to 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

Geofri's Sanctuary Lv. 65+

Geofri's Sanctuary

Base stats

Base
Revered VestmentsRevered Vestments
StrStrength
67
IntIntelligence
67
Armour
740740
Version Lvl AR ES Base Movement Speed RW Recipe Version details
Base 65 740---
Runemastered 70 62964-0.0486 Verisium×7150Uhtred's Crest of the Chalice×1
Runemastered details
  • (30 — 50) % increased effect of Arcane Surge on you
Runemastered 70 53988-0.0486 Verisium×7150Uhtred's Crest of the Chalice×1
Runemastered details
  • (10 — 15) % of Damage taken from Hits bypasses Energy Shield if Energy Shield is below half
Runemastered 70 44445-0.04301 Verisium×7150Uhtred's Crest of the Chalice×1
  • +1 % to all Maximum Ele.ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +1 % to all Maximum Elemental ResistancesMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Your max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    is equal to (200-300) % of your StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    Your maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    is equal to (200-300) % of your StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Maximum ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    cannot be ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    Maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    cannot be ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
  • Regenerate 2 Life per second for every 10 IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    Regenerate 2 Life per second for every 10 IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • Zealot's OathZealot's Oath

    Excess Life Recovery from Regeneration is applied to Energy Shield . Energy Shield does not Recharge.
    Zealot's OathZealot's Oath

    Excess Life Recovery from Regeneration is applied to Energy Shield . Energy Shield does not Recharge.

The Unleashed Lv. 65+

The Unleashed

Base stats

Base
Revered VestmentsRevered Vestments
StrStrength
67
IntIntelligence
67
Armour
732732
ESEnergy Shield
204204
Version Lvl AR ES Base Movement Speed RW Recipe Version details
Base 65 732204--
Runemastered 70 62264-0.0486 Exceptional Verisium×30Olroth's Crest of the Sun×1
Runemastered details
  • (30 — 50) % increased effect of Arcane Surge on you
Runemastered 70 53388-0.0486 Exceptional Verisium×30Olroth's Crest of the Sun×1
Runemastered details
  • (10 — 15) % of Damage taken from Hits bypasses Energy Shield if Energy Shield is below half
Runemastered 70 44045-0.04301 Exceptional Verisium×30Olroth's Crest of the Sun×1
  • +1 % to all Maximum Ele.ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +1 % to all Maximum Elemental ResistancesMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
  • (150-250) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (150-250) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    and IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    and IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • (15-25) % of Dmg taken from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    bypasses ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    if ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    is below half
    (15-25) % of Damage taken from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    bypasses Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    if Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    is below half
  • Gain 1 Runic BindingRunic Binding

    Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency . You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds. Runic Bindings cannot be gained while Shapeshifted .
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with Spells, no more than once every 0.5 seconds | Lose all Runic BindingsRunic Binding

    Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency . You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds. Runic Bindings cannot be gained while Shapeshifted .
    when you ShapeshiftShapeshift

    Fallback hint: no keyword description was found for this term.
    to gain that much Unbound PotentialUnbound Potential

    Each Unbound Potential grants 20% increased Damage, 10% increased Armour , and 10% increased Energy Shield . You can have up to 10 Unbound Potential, and will lose one every 5 seconds. Lose all Unbound Potential when you Shapeshift into a Human.
    Gain 1 Runic BindingRunic Binding

    Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency . You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds. Runic Bindings cannot be gained while Shapeshifted .
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with Spells, no more than once every 0.5 seconds | Lose all Runic BindingsRunic Binding

    Each Runic Binding grants 10% reduced Spell Damage and 2% reduced Skill cost Efficiency . You can have up to 10 Runic Bindings. Runic Bindings last for 10 seconds. Runic Bindings cannot be gained while Shapeshifted .
    when you ShapeshiftShapeshift

    Fallback hint: no keyword description was found for this term.
    to gain that much Unbound PotentialUnbound Potential

    Each Unbound Potential grants 20% increased Damage, 10% increased Armour , and 10% increased Energy Shield . You can have up to 10 Unbound Potential, and will lose one every 5 seconds. Lose all Unbound Potential when you Shapeshift into a Human.

Atziri's Splendour Lv. 65+

Atziri's Splendour

Base stats

Base
Sacrificial RegaliaSacrificial Regalia
StrStrength
72
DexDexterity
72
IntIntelligence
72
Armour
273273
EvasionEvasion Rating
625625
ESEnergy Shield
192192
Version Lvl AR EV ES Base Movement Speed RW Recipe Version details
Base 65 273625192--
Runeforged 65 20045956-0.03301 Exceptional Verisium×20
Runeforged 65 273625--0.03129 Exceptional Verisium×20
Runeforged details
  • 1 % increased Maximum Life for each Corrupted Item Equipped
Runeforged 65 -62576-0.03129 Exceptional Verisium×20
Runeforged details
  • +1 % to all Resistances for each Corrupted Item Equipped
Runeforged 65 273-76-0.03129 Exceptional Verisium×20
Runeforged details
  • (2 — 4) % increased Chaos Damage for each Corrupted Item Equipped
  • +1 to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Skill Gems
    +1 to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Skill Gems
  • Only Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    can be Socketed in this item
    Only Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    can be Socketed in this item
  • Has no AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req.
    Has no AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements
  • (80-120) % inc. Armour , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (80-120) % increased Armour , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have 50 % of Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
    Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have 50 % of Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
  • This item gains bonuses from Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    as though it was also a Random socketable equipment type
    This item gains bonuses from Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    as though it was also a Random socketable equipment type
  • Has 6 Augment Sockets (Hidden)Has 6 Augment Sockets (Hidden)

Kaom's Heart Lv. 68+

Kaom's Heart

Base stats

Base
Conqueror PlateConqueror Plate
StrStrength
121
Armour
496496
Corrupted
Version Lvl AR Base Movement Speed Recipe
Base 68 496-
Runeforged 68 595-0.05 Verisium×759Vorana's Crest of the Scythe×1
  • (30-40) % inc. Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    (30-40) % increased Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • +1500 to max Life+1500 to maximum Life
  • You have no 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 Skills that are active in specific Weapon Sets .
    You have no 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 Skills that are active in specific Weapon Sets .

Sacrosanctum Lv. 68+

Sacrosanctum

Base stats

Base
Corvus MantleCorvus Mantle
StrStrength
67
IntIntelligence
67
Armour
592592
ESEnergy Shield
165165
Version Lvl AR ES Base Movement Speed RW Recipe
Base 68 592165--
Runemastered 70 47361-0.0486 Exceptional Verisium×24Uhtred's Crest of the Chalice×1
  • +(20-30) to 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 Skills that are active in specific Weapon Sets .
    +(20-30) to 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 Skills that are active in specific Weapon Sets .
  • (80-120) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (80-120) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (10-20) % of Dmg taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
    (10-20) % of Damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
  • Dmg taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life is also RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life is also RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Silks of Veneration Lv. 68+

Silks of Veneration

Base stats

Base
Enlightened RobeEnlightened Robe
IntIntelligence
121
ESEnergy Shield
359359
Version Lvl ES Base Movement Speed RW Recipe
Base 68 359--
Runemastered 75 384-0.0386 Exceptional Verisium×55Uhtred's Crest of the Chalice×1
  • (40-50) % inc. Mana Regeneration Rate(40-50) % increased Mana Regeneration Rate
  • (150-200) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (150-200) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(30-50) to 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 Skills that are active in specific Weapon Sets .
    +(30-50) to 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 Skills that are active in specific Weapon Sets .
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • (30-50) % inc. ES Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
    (30-50) % increased Energy Shield Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
  • Current ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    also grants Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    reduction
    Current Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    also grants Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    reduction

Decree of Loyalty Lv. 70+

Decree of Loyalty

Base stats

Base
Ancient MailAncient Mail
StrStrength
67
IntIntelligence
67
Armour
10571057
ESEnergy Shield
294294
Version Lvl AR ES Base Movement Speed RW Recipe
Base 70 1057294--
Runemastered 70 84461-0.0486 Verisium×1300Vorana's Crest of the Scythe×1
  • (200-300) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(15-25) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    and IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(15-25) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    and IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(1-5) % to Maximum Chaos ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +(1-5) % to Maximum Chaos ResistanceMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
  • ConvertConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    1 % of max Life to twice as much ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    per 1% ChaosChaos

    Fallback hint: no keyword description was found for this term.
    ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    above 0%
    ConvertConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    1 % of maximum Life to twice as much ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    per 1% ChaosChaos

    Fallback hint: no keyword description was found for this term.
    ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    above 0%
  • Defend with (150-200) % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    while you have ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Defend with (150-200) % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    while you have Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • DoT cannot bypass your ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Damage over Time cannot bypass your Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Forgotten Warden Lv. 70+

Forgotten Warden

Base stats

Base
Primal MarkingsPrimal Markings
DexDexterity
67
IntIntelligence
67
EvasionEvasion Rating
10321032
ESEnergy Shield
316316
Version Lvl EV ES Base Movement Speed RW Recipe
Base 70 1032316--
Runemastered 80 85968-0.03107 Verisium×7500Exceptional Verisium×3Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 16 Spirit VesselGrants Skill: Level 16 Spirit Vessel
  • +(70-100) to Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    per 50 missing ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(70-100) to Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    per 50 missing Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (200-300) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (200-300) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    have (30-50) % inc. max Life
    CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    have (30-50) % increased maximum Life
  • (10-15) % of Dmg from DeflectedDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    is taken from Dmgable CompanionCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    's Life before you
    (10-15) % of Damage from DeflectedDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    is taken from Damageable CompanionCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    's Life before you
  • enable ancient order task [1]enable ancient order task [1]
Spirit Vessel

Minion · Level 16

  • Minion
  • Companion
  • Persistent
  • Meta

Req: Level 90+

Summons a ShapeshiftingShapeshifting

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified. Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
Spirit Vessel Companion that uses copies of socketed Bear , Werewolf , and Wyvern Skills.
Summons a ShapeshiftingShapeshifting

Shapeshifting changes you into a non-human form. Shapeshifting skills still use your character's stats as normal unless otherwise specified. Using a skill that is not compatible with your Shapeshifted form will automatically Shapeshift you back to human form.
Spirit Vessel Companion that uses copies of socketed Bear , Werewolf , and Wyvern Skills.

  • Level: 16 - 20Level: 16 - 20

Spirit Vessel

  • Spirit Vessel deals 20 % more Dmg per different socketed SkillSpirit Vessel deals 20 % more Damage per different socketed Skill
  • q20: Minions have (0 - 20) % more Maximum LifeMinions have (0 - 20) % more Maximum Life

Hyrri's Ire Lv. 73+

Hyrri's Ire

Base stats

Base
Armoured VestArmoured Vest
DexDexterity
121
EvasionEvasion Rating
10331033
Version Lvl EV Base Movement Speed RW Recipe
Base 73 1033--
Runemastered 80 827-0.03129 Verisium×6760Exceptional Verisium×5Uhtred's Crest of the Chalice×1
  • (30-40) % inc. Elemental Ailment ThresholdElemental Ailment Threshold

    A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    (30-40) % increased Elemental Ailment ThresholdElemental Ailment Threshold

    A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
  • (100-150) % inc. EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (100-150) % increased Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (10-20) % of Dmg as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (10-20) % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • +(30-40) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(30-40) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • 25 % inc. FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Dur. on Enemies
    25 % increased FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Duration on Enemies
  • EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    is doubled if you have not been HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    RecentlyRecently

    Recently refers to the past 4 seconds.
    Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    is doubled if you have not been HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    RecentlyRecently

    Recently refers to the past 4 seconds.

Cospri's Will Lv. 73+

Cospri's Will

Base stats

Base
Assassin GarbAssassin Garb
DexDexterity
67
IntIntelligence
67
EvasionEvasion Rating
645645
ESEnergy Shield
198198
Version Lvl EV ES Base Movement Speed RW Recipe
Base 73 645198--
Runemastered 73 58068-0.0343 Exceptional Verisium×28Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 17 Withering PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Grants Skill: Level 17 Withering PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
  • 5 % inc. Move.Spd5 % increased Movement Speed
  • (150-200) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (150-200) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(23-29) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(23-29) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict have infinite Dur.
    CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict have infinite Duration
  • CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict can affect HexproofHexproof

    Hexproof means that you are Unaffected by Curses .
    Enemies
    CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict can affect HexproofHexproof

    Hexproof means that you are Unaffected by Curses .
    Enemies
  • WitheredWithered

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    you inflict has infinite Dur.
    WitheredWithered

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    you inflict has infinite Duration
Withering Presence

Buff · Level 17

  • Buff
  • Persistent
  • Aura
  • Chaos
  • Duration

Req: Level 90+

While active, emits an Aura that periodically Withers enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.
While active, emits an Aura that periodically Withers enemies in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
.

  • Tier: 4Tier: 4
  • Level: 17 - 20Level: 17 - 20
  • Reservation: 30 SpiritReservation: 30 Spirit
  • WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    duration is 6 seconds
    WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    duration is 6 seconds
  • Withers enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (1.42 - 1.8) seconds
    Withers enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (1.42 - 1.8) seconds
  • q20: WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    duration is (0 - 1) second
    WitheredWithered

    Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times.
    duration is (0 - 1) second

Legionstride Lv. 1+

Legionstride

Base stats

Base
Rough GreavesRough Greaves
Armour
7979
Ezomyte
Version Lvl AR RW Recipe Version details
Base 1 79-
Runeforged - 2214 Verisium×15
Runemastered 38 15027 Verisium×360Medved's Crest of the Circle×1
Runemastered details
  • 10 % increased Movement Speed
  • +(50-70) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(50-70) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(50-70) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(50-70) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • +10 % to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    +10 % to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • -10 PhysicalPhysical

    10% increased Physical Damage
    damage taken from ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    -10 PhysicalPhysical

    10% increased Physical Damage
    damage taken from ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.

Luminous Pace Lv. 1+

Luminous Pace

Base stats

Base
Straw SandalsStraw Sandals
ESEnergy Shield
4343
Version Lvl ES RW Recipe Version details
Base 1 43-
Runeforged - 1414 Verisium×15
Runemastered 38 4534 Verisium×200Medved's Crest of the Circle×1
Runemastered details
  • 5 % increased Movement Speed
  • 10 % inc. Move.Spd10 % increased Movement Speed
  • +(20-30) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(20-30) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(5-10) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(5-10) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • (20-30) % reduced ES Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
    (20-30) % reduced Energy Shield Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
  • 100 % faster start of ES Rechargeslower start of Energy Shield Recharge

    Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.
    100 % faster start of Energy Shield Rechargeslower start of Energy Shield Recharge

    Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.

The Knight-errant Lv. 6+

The Knight-errant

Base stats

Base
Mail SabatonsMail Sabatons
StrStrength
7
DexDexterity
7
Armour
3030
EvasionEvasion Rating
2323
Ezomyte
Version Lvl AR EV RW Recipe Version details
Base 6 3023-
Runeforged 6 301718 Verisium×20
Runemastered 38 684454 Verisium×200Medved's Crest of the Circle×1
Runemastered details
  • 5 % increased Movement Speed
  • 10 % inc. Move.Spd10 % increased Movement Speed
  • (30-50) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (30-50) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(30-50) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(30-50) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • +(30-50) to Ailment ThresholdElemental Ailment Threshold

    A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    +(30-50) to Ailment ThresholdElemental Ailment Threshold

    A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
  • Iron ReflexesIron Reflexes

    Converts all Evasion Rating to Armour .
    Iron ReflexesIron Reflexes

    Converts all Evasion Rating to Armour .

Corpsewade Lv. 11+

Corpsewade

Base stats

Base
Iron GreavesIron Greaves
StrStrength
17
Armour
8282
Version Lvl AR RW Recipe Version details
Base 11 82-
Runeforged 11 8221 Verisium×25
Runemastered 38 17327 Verisium×370Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • Grants Skill: Level 4 DecomposeGrants Skill: Level 4 Decompose
  • 10 % inc. Move.Spd10 % increased Movement Speed
  • (30-50) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (30-50) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(5-10) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(5-10) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Decompose every 1.2 m travelled
    TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Decompose every 1.2 metres travelled
Decompose

Spell · Level 4

  • Spell
  • AoE
  • Fire
  • Chaos
  • Duration
  • Trigger

Req: Level 90+

ConsumeConsume

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.
a 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.
to create a cloud of flammable Poisonous gas. Any BurningBurning

Enemies taking FireFire damage over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
will explode the gas cloud, creating a fiery explosion.
ConsumeConsume

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.
a 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.
to create a cloud of flammable Poisonous gas. Any BurningBurning

Enemies taking FireFire damage over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
will explode the gas cloud, creating a fiery explosion.

  • Level: 4 - 20Level: 4 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.80 secCast Time: 0.80 sec

Poison Cloud

  • Limit 6 PoisonPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    Clouds
    Limit 6 PoisonPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    Clouds
  • PoisonsPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    enemies as though dealing Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    equal to 10 % of 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.
    's max Life
    PoisonsPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    enemies as though dealing Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
    equal to 10 % of 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.
    's maximum Life
  • GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    +20 % more Radius per second, up to a max of +80 %
    GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    +20 % more Radius per second, up to a maximum of +80 %
  • Cloud radius is 1.6 mCloud radius is 1.6 metres
  • Cloud duration is 4 secondsCloud duration is 4 seconds
  • q20: +(0 - 1) second to Cloud duration base secondary skill effect duration [0,1000]+(0 - 1) second to Cloud duration base secondary skill effect duration [0,1000]

Explosion

Critical Hit Chance
8.00%8.00%
  • Cloud radius is 1.6 mCloud radius is 1.6 metres
  • Cloud duration is 4 secondsCloud duration is 4 seconds
  • Deals (24 - 398) to (36 - 598) FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Dmg
    Deals (24 - 398) to (36 - 598) FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Damage

Briarpatch Lv. 11+

Briarpatch

Base stats

Base
Laced BootsLaced Boots
DexDexterity
17
EvasionEvasion Rating
4747
Ezomyte
Version Lvl EV RW Recipe Version details
Base 11 47-
Runeforged 11 4721 Verisium×25
Runemastered 38 5481 Verisium×710Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • (10-20) % inc. Move.Spd(10-20) % increased Movement Speed
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(60-80) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(60-80) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • +25 % to ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +25 % to ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • (10-15) to (20-25) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (10-15) to (20-25) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage

Wanderlust Lv. 11+

Wanderlust

Base stats

Base
Wrapped SandalsWrapped Sandals
IntIntelligence
17
ESEnergy Shield
3838
Ezomyte
Version Lvl ES RW Recipe Version details
Base 11 38-
Runeforged 11 2221 Verisium×25
Runemastered 38 4141 Verisium×370Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • 20 % inc. Move.Spd20 % increased Movement Speed
  • +(10-20) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(10-20) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +5 to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +5 to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • Your speed is unaffected by SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    Your speed is unaffected by SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.

Darkray Vectors Lv. 16+

Darkray Vectors

Base stats

Base
Braced SabatonsBraced Sabatons
StrStrength
14
DexDexterity
14
Armour
6767
EvasionEvasion Rating
5757
Version Lvl AR EV RW Recipe Version details
Base 16 6757-
Runeforged 16 673526 Verisium×30
Runemastered 38 1085934 Verisium×370Medved's Crest of the Circle×1
Runemastered details
  • 5 % increased Movement Speed
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(20-30) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 25 % reduced Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    25 % reduced Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • 5 % inc. Move.Spd per Frenzy ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    5 % increased Movement Speed per Frenzy ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • +1 to Maximum Frenzy ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    +1 to Maximum Frenzy ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.

The Infinite Pursuit Lv. 16+

The Infinite Pursuit

Base stats

Base
Bronze GreavesBronze Greaves
StrStrength
23
Armour
161161
Version Lvl AR RW Recipe Version details
Base 16 161-
Runeforged 16 16126 Verisium×30
Runemastered 38 29320 Verisium×220Medved's Crest of the Circle×1
Runemastered details
  • 5 % increased Movement Speed
  • 10 % inc. Move.Spd10 % increased Movement Speed
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(80-100) to max Life+(80-100) to maximum Life
  • (80-100) % inc. Chance to be afflicted by AilmentsAilments

    Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .
    when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (80-100) % increased Chance to be afflicted by AilmentsAilments

    Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .
    when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • 25 % inc. Move.Spd while affected by an AilmentAilments

    Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .
    25 % increased Movement Speed while affected by an AilmentAilments

    Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding , Ignite , Chill , Freeze , Shock , Electrocute , and Poison .

Gamblesprint Lv. 16+

Gamblesprint

Base stats

Base
Embossed BootsEmbossed Boots
DexDexterity
23
EvasionEvasion Rating
142142
Version Lvl EV RW Recipe Version details
Base 16 142-
Runeforged 16 14226 Verisium×30
Runemastered 38 21241 Verisium×720Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • (100-140) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (100-140) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • (10-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(10-15) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(15-25) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Gain 0% to 40 % inc. Move.Spd at random when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    , until HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    again
    Gain 0% to 40 % increased Movement Speed at random when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    , until HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    again

Bones of Ullr Lv. 16+

Bones of Ullr

Base stats

Base
Lattice SandalsLattice Sandals
IntIntelligence
23
ESEnergy Shield
3939
Version Lvl ES RW Recipe Version details
Base 16 39-
Runeforged 16 3926 Verisium×30
Runemastered 38 4934 Verisium×1690Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • (5-15) % inc. Move.Spd(5-15) % increased Movement Speed
  • (40-60) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (40-60) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(20-40) to max Life+(20-40) to maximum Life
  • +(20-40) to max Mana+(20-40) to maximum Mana
  • (20-30) % inc. ReservationReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of Skills which create Undead MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    (20-30) % increased ReservationReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of Skills which create Undead MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.

Wake of Destruction Lv. 16+

Wake of Destruction

Base stats

Base
Secured LeggingsSecured Leggings
StrStrength
14
IntIntelligence
14
Armour
5555
ESEnergy Shield
2020
Version Lvl AR ES RW Recipe Version details
Base 16 5520-
Runeforged 16 551526 Verisium×30
Runemastered 38 781741 Verisium×1680Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • 10 % inc. Move.Spd10 % increased Movement Speed
  • (30-60) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (30-60) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • Adds 1 to (30-50) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds 1 to (30-50) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • Drop Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    while moving, lasting 8 seconds
    Drop Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    while moving, lasting 8 seconds

Ghostmarch Lv. 16+

Ghostmarch

Base stats

Base
Threaded ShoesThreaded Shoes
DexDexterity
14
IntIntelligence
14
EvasionEvasion Rating
7878
ESEnergy Shield
3333
Version Lvl EV ES RW Recipe Version details
Base 16 7833-
Runeforged 16 781526 Verisium×30
Runemastered 38 1231934 Verisium×220Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • 15 % inc. Move.Spd15 % increased Movement Speed
  • (100-150) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-150) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Dodge Roll passes through EnemiesDodge Roll passes through Enemies

Wondertrap Lv. 27+

Wondertrap

Base stats

Base
Silk SlippersSilk Slippers
IntIntelligence
38
ESEnergy Shield
6767
Version Lvl ES RW Recipe
Base 27 67-
Runeforged 27 3631 Verisium×50
Runemastered 38 3654 Verisium×220Medved's Crest of the Circle×1
  • (10-20) % inc. Move.Spd(10-20) % increased Movement Speed
  • +(30-50) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(30-50) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • 50 % inc. RarityRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    of Items found when on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    50 % increased RarityRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    of Items found when on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.

Trampletoe Lv. 27+

Trampletoe

Base stats

Base
Trimmed GreavesTrimmed Greaves
StrStrength
57
Armour
188188
Ezomyte
Version Lvl AR RW Recipe Version details
Base 27 188-
Runeforged 27 18831 Verisium×50
Runemastered 40 13371 Verisium×5600Exceptional Verisium×20Olroth's Crest of the Sun×1
Runemastered details
  • 5 % increased Movement Speed
  • 15 % inc. Move.Spd15 % increased Movement Speed
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • 50 % inc. AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req.
    50 % increased AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements
  • Deal 30 % of OverkillOverkill

    Overkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed.
    damage to enemies within 2 m of the enemy killed
    Deal 30 % of OverkillOverkill

    Overkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed.
    damage to enemies within 2 metres of the enemy killed

Windscream Lv. 33+

Windscream

Base stats

Base
Feathered SandalsFeathered Sandals
IntIntelligence
45
ESEnergy Shield
6262
Version Lvl ES RW Recipe
Base 33 62-
Runeforged 33 6236 Verisium×75
Runemastered 40 5042 Verisium×220Medved's Crest of the Circle×1
  • (10-20) % inc. Move.Spd(10-20) % increased Movement Speed
  • (50-100) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-100) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • CurseCurses

    Fallback hint: no keyword description was found for this term.
    Skills have (10-20) % inc. Cast Speed
    CurseCurses

    Fallback hint: no keyword description was found for this term.
    Skills have (10-20) % increased Cast Speed
  • CursesCurses

    Fallback hint: no keyword description was found for this term.
    have no Activation Delay
    CursesCurses

    Fallback hint: no keyword description was found for this term.
    have no Activation Delay

Powertread Lv. 33+

Powertread

Base stats

Base
Hunting ShoesHunting Shoes
DexDexterity
26
IntIntelligence
26
EvasionEvasion Rating
105105
ESEnergy Shield
3636
Version Lvl EV ES RW Recipe
Base 33 10536-
Runeforged 33 1052234 Verisium×70
Runemastered 40 1132328 Verisium×220Medved's Crest of the Circle×1
  • (15-20) % inc. Move.Spd(15-20) % increased Movement Speed
  • (60-80) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-80) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +1 to Maximum Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    +1 to Maximum Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • 12 % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    per Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    12 % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    per Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.

Bushwhack Lv. 33+

Bushwhack

Base stats

Base
Lizardscale BootsLizardscale Boots
DexDexterity
45
EvasionEvasion Rating
208208
Ezomyte
Version Lvl EV RW Recipe
Base 33 208-
Runeforged 33 20836 Verisium×70
Runemastered 40 17442 Verisium×220Medved's Crest of the Circle×1
  • (15-25) % inc. Move.Spd(15-25) % increased Movement Speed
  • (50-80) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (50-80) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • PhysicalPhysical

    10% increased Physical Damage
    Dmg is PinningPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as Immobilised .
    PhysicalPhysical

    10% increased Physical Damage
    Damage is PinningPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as Immobilised .

Obern's Bastion Lv. 33+

Obern's Bastion

Base stats

Base
Stacked SabatonsStacked Sabatons
StrStrength
26
DexDexterity
26
Armour
210210
EvasionEvasion Rating
187187
Ezomyte
Version Lvl AR EV RW Recipe Version details
Base 33 210187-
Runeforged 33 2106534 Verisium×70
Runemastered 40 49715521 Verisium×390Vorana's Crest of the Scythe×1
Runemastered details
  • 10 % increased Movement Speed
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (20-25) Life Regeneration per second(20-25) Life Regeneration per second
  • 200 % inc. Stun RecoveryStun Recovery

    Increasing your Stun Recovery causes you to recover more quickly from being Stunned .
    200 % increased Stun RecoveryStun Recovery

    Increasing your Stun Recovery causes you to recover more quickly from being Stunned .
  • (30-50) % reduced ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    Dur. on you
    (30-50) % reduced ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    Duration on you
  • (30-50) % reduced FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Dur. on you
    (30-50) % reduced FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Duration on you
  • (30-50) % reduced ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    duration on you
    (30-50) % reduced ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    duration on you

Birth of Fury Lv. 33+

Birth of Fury

Base stats

Base
Stone GreavesStone Greaves
StrStrength
45
Armour
133133
Version Lvl AR RW Recipe
Base 33 133-
Runeforged 33 13336 Verisium×70
Runemastered 55 15746 Verisium×400Medved's Crest of the Circle×1
  • 20 % inc. Move.Spd20 % increased Movement Speed
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(20-30) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Drop Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    while moving, which lasts 8 seconds and IgnitesIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    as though dealing FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg equal to 10 % of your max Life
    Drop Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    while moving, which lasts 8 seconds and IgnitesIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    as though dealing FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage equal to 10 % of your maximum Life

Shankgonne Lv. 45+

Shankgonne

Base stats

Base
Covered SabatonsCovered Sabatons
StrStrength
34
DexDexterity
34
Armour
180180
EvasionEvasion Rating
162162
Version Lvl AR EV RW Recipe
Base 45 180162-
Runeforged 45 1808639 Verisium×130
Runemastered 55 1306373 Verisium×700Vorana's Crest of the Scythe×1
  • Grants Skill: Level 11 Black Powder BlitzGrants Skill: Level 11 Black Powder Blitz
  • (80-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (80-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (10-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(15-25) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to 20 % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to 20 % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(200-300) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(200-300) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • You cannot SprintYou cannot Sprint
  • cannon ball footsteps [1]cannon ball footsteps [1]
  • footstep effect variation [119]footstep effect variation [119]
Black Powder Blitz

Buff · Level 11

  • Buff
  • Persistent
  • AoE
  • Physical
  • Fire
  • Detonator
  • Travel

Req: Level 90+

Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that BlindsBlind

Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
and IgnitesIgnite

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
enemies in the area you escape from. The explosion will cause any GrenadesGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
in its area of effect to also explode.
Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that BlindsBlind

Being Blinded causes 20% less AccuracyAccuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
and IgnitesIgnite

Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
enemies in the area you escape from. The explosion will cause any GrenadesGrenade

FireFire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
in its area of effect to also explode.

  • Level: 11 - 20Level: 11 - 20

Explosion

Cost
0 Mana0 Mana
Cooldown Time
(4.50 - 3.50) s(4.50 - 3.50) s
Critical Hit Chance
15.00%15.00%
  • Deals (140 - 521) to (260 - 967) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (140 - 521) to (260 - 967) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
    Converts 60 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
  • 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 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 Ailments innately.
    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 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 Ailments innately.
  • 100 % inc. 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
    100 % increased 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    Threshold while using Skill
  • Always IgnitesIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    Always IgnitesIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
  • q20: (0 - 10) % inc. Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
    (0 - 10) % increased Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate

Beetlebite Lv. 52+

Beetlebite

Base stats

Base
Velour ShoesVelour Shoes
DexDexterity
38
IntIntelligence
38
EvasionEvasion Rating
201201
ESEnergy Shield
6363
Version Lvl EV ES RW Recipe
Base 52 20163-
Runemastered 65 1732663 Verisium×520Medved's Crest of the Circle×1
  • (20-30) % inc. Move.Spd(20-30) % increased Movement Speed
  • (60-120) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-120) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • AggravateAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Enemies when they Enter your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AggravateAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Enemies when they Enter your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
  • 100 % inc. ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    100 % increased ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage

Decree of Flight Lv. 65+

Decree of Flight

Base stats

Base
Ancient LeggingsAncient Leggings
StrStrength
56
IntIntelligence
56
Armour
398398
ESEnergy Shield
110110
Version Lvl AR ES RW Recipe
Base 65 398110-
Runemastered 65 3183053 Verisium×960Vorana's Crest of the Scythe×1
  • 30 % inc. Move.Spd30 % increased Movement Speed
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (20-30) % faster Dodge Roll(20-30) % faster Dodge Roll
  • Gain GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to (10-20) % of missing ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    for 4 seconds when you Dodge Roll
    Gain GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to (10-20) % of missing Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    for 4 seconds when you Dodge Roll
  • Maximum amount of GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    is based on max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    instead
    Maximum amount of GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    is based on maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    instead
  • Divine FlightDivine Flight
  • base is floating [1]base is floating [1]

Atziri's Step Lv. 65+

Atziri's Step

Base stats

Base
Cinched BootsCinched Boots
DexDexterity
86
EvasionEvasion Rating
486486
Version Lvl EV RW Recipe
Base 65 486-
Runeforged 65 43842 Verisium×270
Runemastered 65 39074 Verisium×530Medved's Crest of the Circle×1
  • 30 % inc. Move.Spd30 % increased Movement Speed
  • (80-120) % inc. EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (80-120) % increased Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(70-100) to max Life+(70-100) to maximum Life
  • Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (40-60) % of EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (40-60) % of Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (-12--6) % to amount of DmgHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Prevented by DeflectionDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    (-12--6) % to amount of DamageHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Prevented by DeflectionDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
  • Cannot be Light StunnedLight Stunned

    Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
    by DeflectedDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Cannot be Light StunnedLight Stunned

    Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
    by DeflectedDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.

Ab Aeterno Lv. 65+

Ab Aeterno

Base stats

Base
Grand CuissesGrand Cuisses
StrStrength
34
DexDexterity
34
IntIntelligence
34
Armour
303303
EvasionEvasion Rating
276276
ESEnergy Shield
8585
Version Lvl AR EV ES RW Recipe
Base 65 30327685-
Runemastered 65 1534112106 Verisium×540Medved's Crest of the Circle×1
  • (15-30) % inc. Move.Spd(15-30) % increased Movement Speed
  • (200-250) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (200-250) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • Dodge Roll avoids all HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Dodge Roll avoids all HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Gain OverencumbranceOverencumbrance

    Slows by 10%, reapplying this Debuff stacks and refreshes it's duration.
    for 4 seconds when you Dodge Roll
    Gain OverencumbranceOverencumbrance

    Slows by 10%, reapplying this Debuff stacks and refreshes it's duration.
    for 4 seconds when you Dodge Roll
  • Your speed is UnaffectedUnaffected

    Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
    by SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    while Sprinting
    Your speed is UnaffectedUnaffected

    Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
    by SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    while Sprinting

Dunkelhalt Lv. 1+

Dunkelhalt

Base stats

Base
Leather BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Leather BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Block chance
24%24%
EvasionEvasion Rating
3939
Ezomyte
Version Lvl Block % EV RW Recipe
Base 1 24%39-
Runeforged - 20%1010 Verisium×20
Runemastered 38 20%10836 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: ParryGrants Skill: Parry
  • (20-30) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (20-30) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • +(20-30) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +(20-30) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • You take 50 % of damage from BlockedBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    You take 50 % of damage from BlockedBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • 50 % inc. Parried DebuffParried Debuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    50 % increased Parried DebuffParried Debuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 secAttack Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be EvadedCan't be Evaded
  • 400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Dmg from enemies within 1 metre
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Damage from enemies within 1 metre
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Dmg from enemies within 1.5 m
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
  • 3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Nocturne Lv. 5+

Nocturne

Base stats

Base
Wooden BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Wooden BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
DexDexterity
10
Block chance
20%20%
EvasionEvasion Rating
1818
Version Lvl Block % EV RW Recipe
Base 5 20%18-
Runeforged 5 20%1811 Verisium×25
Runemastered 38 20%9018 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: ParryGrants Skill: Parry
  • +(60-80) to max Mana+(60-80) to maximum Mana
  • +(10-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 20 % inc. AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    20 % increased AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • ParriedParried Debuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    enemies take more SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg instead of more AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Dmg
    ParriedParried Debuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    enemies take more SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage instead of more AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Damage
  • 100 % inc. Parried DebuffParried Debuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    Dur.
    100 % increased Parried DebuffParried Debuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    Duration
  • parry skill art variation from item [2]parry skill art variation from item [2]
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 secAttack Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be EvadedCan't be Evaded
  • 400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Dmg from enemies within 1 metre
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Damage from enemies within 1 metre
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Dmg from enemies within 1.5 m
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
  • 3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Rondel de Ezo Lv. 11+

Rondel de Ezo

Base stats

Base
Plated BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Plated BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
DexDexterity
18
Block chance
20%20%
EvasionEvasion Rating
7979
Ezomyte
Version Lvl Block % EV RW Recipe
Base 11 20%79-
Runeforged 11 20%7214 Verisium×30
Runemastered 38 20%15523 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: ParryGrants Skill: Parry
  • (50-150) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (50-150) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • 5 Life Regeneration per second5 Life Regeneration per second
  • 100 % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance against ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    100 % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance against ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • CurseCurses

    Fallback hint: no keyword description was found for this term.
    Enemies with EnfeebleEnfeeble

    Enfeeble is a Curse that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%.
    on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    CurseCurses

    Fallback hint: no keyword description was found for this term.
    Enemies with EnfeebleEnfeeble

    Enfeeble is a Curse that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%.
    on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 secAttack Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be EvadedCan't be Evaded
  • 400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Dmg from enemies within 1 metre
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Damage from enemies within 1 metre
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Dmg from enemies within 1.5 m
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
  • 3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Bloodbarrier Lv. 16+

Bloodbarrier

Base stats

Base
Iron BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Iron BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
DexDexterity
25
Block chance
22%22%
EvasionEvasion Rating
4242
Version Lvl Block % EV RW Recipe
Base 16 22%42-
Runeforged 16 20%4217 Verisium×40
Runemastered 38 20%4545 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: ParryGrants Skill: Parry
  • (10-15) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (10-15) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • +(13-17) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(13-17) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (5-10) Life Regeneration per second(5-10) Life Regeneration per second
  • Inflict Corrupted BloodCorrupted Blood

    Corrupted Blood is a Debuff that deals Physical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    for 5 seconds on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    , dealing 50 % of | your max Life as PhysicalPhysical

    10% increased Physical Damage
    damage per second
    Inflict Corrupted BloodCorrupted Blood

    Corrupted Blood is a Debuff that deals Physical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    for 5 seconds on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    , dealing 50 % of | your maximum Life as PhysicalPhysical

    10% increased Physical Damage
    damage per second
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 secAttack Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be EvadedCan't be Evaded
  • 400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Dmg from enemies within 1 metre
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Damage from enemies within 1 metre
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Dmg from enemies within 1.5 m
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
  • 3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Kaltenhalt Lv. 22+

Kaltenhalt

Base stats

Base
Ridged BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Ridged BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
DexDexterity
33
Block chance
20%20%
EvasionEvasion Rating
101101
Version Lvl Block % EV RW Recipe
Base 22 20%101-
Runeforged 22 20%10121 Verisium×45
Runemastered 40 20%12128 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: ParryGrants Skill: Parry
  • (80-120) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (80-120) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +5 % to Maximum Cold ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +5 % to Maximum Cold ResistanceMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
  • +40 % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +40 % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Modifiers 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup apply to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup instead for Parry
    Modifiers 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup apply to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup instead for Parry
  • 100 % of Parry PhysicalPhysical

    10% increased Physical Damage
    Dmg Converted to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    100 % of Parry PhysicalPhysical

    10% increased Physical Damage
    Damage Converted to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • 25 to 35 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    25 to 35 ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 secAttack Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be EvadedCan't be Evaded
  • 400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Dmg from enemies within 1 metre
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Damage from enemies within 1 metre
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Dmg from enemies within 1.5 m
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
  • 3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Silverthorne Lv. 26+

Silverthorne

Base stats

Base
Spiked BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Spiked BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
DexDexterity
38
Block chance
20%20%
EvasionEvasion Rating
112112
Version Lvl Block % EV RW Recipe
Base 26 20%112-
Runeforged 26 20%11220 Verisium×65
Runemastered 40 20%10733 Verisium×430Medved's Crest of the Circle×1
  • Grants Skill: ParryParry

    Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .
    Grants Skill: ParryParry

    Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .
  • (60-100) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (60-100) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(10-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • ParryingParry

    Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .
    applies 10 Stacks of Critical WeaknessCritical Weakness

    Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    ParryingParry

    Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .
    applies 10 Stacks of Critical WeaknessCritical Weakness

    Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
  • 100 % inc. ParryParry

    Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .
    Dmg
    100 % increased ParryParry

    Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .
    Damage
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 secAttack Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be EvadedCan't be Evaded
  • 400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Dmg from enemies within 1 metre
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Damage from enemies within 1 metre
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Dmg from enemies within 1.5 m
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
  • 3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Calgyra's Arc Lv. 52+

Calgyra's Arc

Base stats

Base
Ornate BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Ornate BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
DexDexterity
74
Block chance
20%20%
EvasionEvasion Rating
215215
Version Lvl Block % EV RW Recipe
Base 52 20%215-
Runeforged 52 20%-117 Verisium×325
Runemastered 55 20%20412 Verisium×1000Vorana's Crest of the Scythe×1
  • Grants Skill: ParryParry

    Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .
    Grants Skill: ParryParry

    Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .
  • (60-100) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (60-100) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • Infinite ParryParry

    Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .
    Range
    Infinite ParryParry

    Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .
    Range
  • 50 % inc. Parried DebuffParried Debuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    Dur.
    50 % increased Parried DebuffParried Debuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    Duration
  • parry skill art variation from item [1]parry skill art variation from item [1]
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 secAttack Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be EvadedCan't be Evaded
  • 400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Dmg from enemies within 1 metre
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Damage from enemies within 1 metre
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Dmg from enemies within 1.5 m
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
  • 3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Sunsplinter Lv. 55+

Sunsplinter

Base stats

Base
Array BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Array BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
DexDexterity
78
Block chance
20%20%
EvasionEvasion Rating
278278
Corrupted
Version Lvl Block % EV RW Recipe
Base 55 20%278-
Runemastered 60 20%22833 Verisium×1500Vorana's Crest of the Scythe×1
  • Grants Skill: ParryGrants Skill: Parry
  • (100-300) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (100-300) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +1 to Level of all FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Skills
    +1 to Level of all FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Skills
  • +2 to Level of all ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Skills
    +2 to Level of all ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Skills
  • +3 to Level of all LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Skills
    +3 to Level of all LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Skills
  • +1 % to Maximum Fire ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +1 % to Maximum Fire ResistanceMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
  • +2 % to Maximum Cold ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +2 % to Maximum Cold ResistanceMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
  • +3 % to Maximum Light. ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +3 % to Maximum Lightning ResistanceMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 secAttack Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be EvadedCan't be Evaded
  • 400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Dmg from enemies within 1 metre
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Damage from enemies within 1 metre
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Dmg from enemies within 1.5 m
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
  • 3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Facebreaker Lv. 1+

Facebreaker

Base stats

Base
Stocky MittsStocky Mitts
Armour
1515
Phys. DmgPhysical Damage
8-128-12
Ezomyte
Version Lvl AR Ph.dmg RW Recipe
Base 1 158-12-
Runeforged - 158-1210 Verisium×10
Runemastered 38 508-1245 Verisium×240Vorana's Crest of the Scythe×1
  • Has 8 to 12 PhysicalPhysical

    10% increased Physical Damage
    damage, +3 to +4 per Boss's Face BrokenBoss's Face Broken

    Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter. "Rare Monster Encounter" icons do not provide any bonus when broken.
    Has 8 to 12 PhysicalPhysical

    10% increased Physical Damage
    damage, +3 to +4 per Boss's Face BrokenBoss's Face Broken

    Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter. "Rare Monster Encounter" icons do not provide any bonus when broken.
  • (30-50) % inc. 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    (30-50) % increased 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • 1% more Unarmed DmgUnarmed Damage

    Unarmed Damage refers to the Hit Damage of Unarmed Attacks . As such, Unarmed Damage is always Attack HitDamage . Players' base Unarmed Damage is Physical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength . Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
    per 5 StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    1% more Unarmed DamageUnarmed Damage

    Unarmed Damage refers to the Hit Damage of Unarmed Attacks . As such, Unarmed Damage is always Attack HitDamage . Players' base Unarmed Damage is Physical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength . Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
    per 5 StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +0.3 m to MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range while Unarmed
    +0.3 metres to MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range while Unarmed
  • +1 to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    per StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +1 to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    per StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Can AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    as though using a One Handed MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks

    Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon . Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
    that would use an EquippedEquipped

    Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    One Hand MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    's damage use this Item's damage
    Can AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    as though using a One Handed MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks

    Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon . Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
    that would use an EquippedEquipped

    Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    One Hand MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    's damage use this Item's damage
  • local display facebreaker damage imitation weapon [1]local display facebreaker damage imitation weapon [1]

Northpaw Lv. 1+

Northpaw

Base stats

Base
Suede BracersSuede Bracers
EvasionEvasion Rating
2929
Ezomyte
Version Lvl EV RW Recipe
Base 1 29-
Runeforged - 1010 Verisium×10
Runemastered 38 6320 Verisium×420Vorana's Crest of the Scythe×1
  • +(15-25) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +(15-25) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • Adds (3-5) to (8-10) PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (3-5) to (8-10) PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • (10-15) % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    (10-15) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • Base Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    with WeaponsWeapons

    Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.
    is 7 %
    Base Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    with WeaponsWeapons

    Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.
    is 7 %

Painter's Servant Lv. 1+

Painter's Servant

Base stats

Base
Torn GlovesTorn Gloves
ESEnergy Shield
99
Version Lvl ES RW Recipe
Base 1 9-
Runeforged - 910 Verisium×10
Runemastered 38 1836 Verisium×240Vorana's Crest of the Scythe×1
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) % of Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) % of Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) % of Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) % of Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) % of Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    as Extra LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) % of Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    as Extra LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • 33 % of Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    33 % of Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • 33 % of Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    33 % of Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • 33 % of Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    33 % of Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage

Plaguefinger Lv. 4+

Plaguefinger

Base stats

Base
Gauze WrapsGauze Wraps
DexDexterity
6
IntIntelligence
6
EvasionEvasion Rating
1414
ESEnergy Shield
99
Version Lvl EV ES RW Recipe
Base 4 149-
Runeforged 4 14611 Verisium×15
Runemastered 38 --90 Verisium×230Vorana's Crest of the Scythe×1
  • (30-50) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (30-50) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (4-6) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (4-6) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • Cannot inflict Elemental AilmentsElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
    Cannot inflict Elemental AilmentsElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
  • (20-30) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (20-30) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Magnitude
    All DamageAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Magnitude

Gravebind Lv. 5+

Gravebind

Base stats

Base
Rope CuffsRope Cuffs
StrStrength
6
IntIntelligence
6
Armour
1818
ESEnergy Shield
99
Version Lvl AR ES RW Recipe
Base 5 189-
Runeforged 5 18611 Verisium×15
Runemastered 38 471036 Verisium×130Medved's Crest of the Circle×1
  • (40-60) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (40-60) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • 20 % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found | Your other Modifiers to Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found do not apply
    20 % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found | Your other Modifiers to Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found do not apply
  • +(10-15) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-15) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (7-10) Life per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (7-10) Life per enemy killed
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (4-6) Mana per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (4-6) Mana per enemy killed
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    killed by anyone count as being killed by you instead
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    killed by anyone count as being killed by you instead

Jarngreipr Lv. 6+

Jarngreipr

Base stats

Base
Ringmail GauntletsRingmail Gauntlets
StrStrength
6
DexDexterity
6
Armour
2121
EvasionEvasion Rating
1717
Version Lvl AR EV RW Recipe
Base 6 2117-
Runeforged 6 211112 Verisium×15
Runemastered 38 663918 Verisium×140Medved's Crest of the Circle×1
  • 50 % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    50 % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • Adds (2-3) to (5-6) PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (2-3) to (5-6) PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • +(30-50) to max Life+(30-50) to maximum Life
  • (4-8) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (4-8) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    can satisfy other AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req. of MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Weapons and MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Skills
    StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    can satisfy other AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements of MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Weapons and MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Skills

Grip of Winter Lv. 11+

Grip of Winter

Base stats

Base
Firm BracersFirm Bracers
DexDexterity
16
EvasionEvasion Rating
4545
Version Lvl EV RW Recipe
Base 11 45-
Runeforged 11 4516 Verisium×20
Runemastered 38 9127 Verisium×140Medved's Crest of the Circle×1
  • (30-50) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (30-50) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • Adds (3-5) to (6-8) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (3-5) to (6-8) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • +(20-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (40-50) % inc. FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    (40-50) % increased FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
  • (20-30) % inc. MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    you inflict
    (20-30) % increased MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    you inflict

Treefingers Lv. 11+

Treefingers

Base stats

Base
Riveted MittsRiveted Mitts
StrStrength
16
Armour
6363
Version Lvl AR RW Recipe
Base 11 63-
Runeforged 11 5716 Verisium×20
Runemastered 38 11923 Verisium×250Vorana's Crest of the Scythe×1
  • (30-60) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (30-60) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • Adds (6-10) to (12-16) PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (6-10) to (12-16) PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • 5 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    5 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(15-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(15-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (20-30) % inc. 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    (20-30) % increased 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • Giant's BloodGiant's Blood

    You can wield Two-Handed Axes , Maces and Swords in one hand Triple Attribute requirements of weapons Inherent Life granted by Strength is halved
    Giant's BloodGiant's Blood

    You can wield Two-Handed Axes , Maces and Swords in one hand Triple Attribute requirements of weapons Inherent Life granted by Strength is halved

Candlemaker Lv. 12+

Candlemaker

Base stats

Base
Sombre GlovesSombre Gloves
IntIntelligence
17
ESEnergy Shield
2727
Ezomyte
Version Lvl ES RW Recipe
Base 12 27-
Runeforged 12 2717 Verisium×20
Runemastered 39 4218 Verisium×140Medved's Crest of the Circle×1
  • (50-80) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-80) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (20-40) % inc. FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    (20-40) % increased FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • (10-20) % reduced ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    (10-20) % reduced ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • +(20-40) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-40) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (-20--10) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-20--10) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    is doubled
    FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    is doubled

Shackles of the Wretched Lv. 16+

Shackles of the Wretched

Base stats

Base
Aged CuffsAged Cuffs
StrStrength
13
IntIntelligence
13
Armour
3636
ESEnergy Shield
1414
Version Lvl AR ES RW Recipe
Base 16 3614-
Runeforged 16 361017 Verisium×25
Runemastered 38 591318 Verisium×150Medved's Crest of the Circle×1
  • (30-50) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (30-50) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • You cannot be ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    for 6 seconds after being ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    You cannot be ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    for 6 seconds after being ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
  • You cannot be FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    for 6 seconds after being FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    You cannot be FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    for 6 seconds after being FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
  • You cannot be IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    for 6 seconds after being IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    You cannot be IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    for 6 seconds after being IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • You cannot be ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    for 6 seconds after being ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    You cannot be ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    for 6 seconds after being ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
  • CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict are reflected back to you
    CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict are reflected back to you

Aurseize Lv. 16+

Aurseize

Base stats

Base
Layered GauntletsLayered Gauntlets
StrStrength
13
DexDexterity
13
Armour
3939
EvasionEvasion Rating
3434
Version Lvl AR EV RW Recipe
Base 16 3934-
Runeforged 16 392317 Verisium×25
Runemastered 38 764714 Verisium×140Medved's Crest of the Circle×1
  • (40-60) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (40-60) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (40-50) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (40-50) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    2 % of max Life on Kill
    LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    2 % of maximum Life on Kill

Killjoy Lv. 16+

Killjoy

Base stats

Base
Linen WrapsLinen Wraps
DexDexterity
13
IntIntelligence
13
EvasionEvasion Rating
3434
ESEnergy Shield
1515
Version Lvl EV ES RW Recipe
Base 16 3415-
Runeforged 16 341017 Verisium×25
Runemastered 38 541223 Verisium×150Medved's Crest of the Circle×1
  • (30-60) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (30-60) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(30-50) to max Life+(30-50) to maximum Life
  • (20-30) % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    (20-30) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    do not recover Life
    FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    do not recover Life
  • On-Kill Effects happen twiceOn-Kill Effects happen twice

Doedre's Tenure Lv. 16+

Doedre's Tenure

Base stats

Base
Stitched GlovesStitched Gloves
IntIntelligence
22
ESEnergy Shield
4343
Version Lvl ES RW Recipe
Base 16 43-
Runeforged 16 1817 Verisium×25
Runemastered 38 3023 Verisium×150Medved's Crest of the Circle×1
  • +(20-30) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(20-30) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • 100 % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    100 % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • (15-25) % reduced Cast Speed(15-25) % reduced Cast Speed
  • +(10-15) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-15) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.

Lochtonial Caress Lv. 16+

Lochtonial Caress

Base stats

Base
Tempered MittsTempered Mitts
StrStrength
22
Armour
6969
Version Lvl AR RW Recipe
Base 16 69-
Runeforged 16 4917 Verisium×20
Runemastered 38 9523 Verisium×150Medved's Crest of the Circle×1
  • (10-15) % inc. 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, Warcry Speed, and similar stats.
    (10-15) % increased 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, Warcry Speed, and similar stats.
  • +(15-25) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(15-25) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(40-60) to max Life+(40-60) to maximum Life
  • (10-15) % reduced max Mana(10-15) % reduced maximum Mana
  • Share ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    with AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Share ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    with AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.

Kitoko's Current Lv. 26+

Kitoko's Current

Base stats

Base
Jewelled GlovesJewelled Gloves
IntIntelligence
34
ESEnergy Shield
3030
Version Lvl ES RW Recipe
Base 26 30-
Runeforged 26 3020 Verisium×40
Runemastered 38 2827 Verisium×140Medved's Crest of the Circle×1
  • (30-50) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (30-50) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    and Cast Speed
    (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    and Cast Speed
  • LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    Buildup
    LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    Buildup

Dreadfist Lv. 27+

Dreadfist

Base stats

Base
Bolstered MittsBolstered Mitts
StrStrength
35
Armour
122122
Version Lvl AR RW Recipe
Base 27 122-
Runeforged 27 12221 Verisium×40
Runemastered 38 13027 Verisium×150Medved's Crest of the Circle×1
  • (60-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (60-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (20-30) % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    (20-30) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    inflict ImpaleImpale

    Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude . Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit. A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
    Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    inflict ImpaleImpale

    Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude . Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit. A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
  • Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    cannot Extract ImpaleImpale

    Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude . Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit. A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
    Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    cannot Extract ImpaleImpale

    Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude . Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit. A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
  • (20-31) to (32-49) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (20-31) to (32-49) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage

Idle Hands Lv. 28+

Idle Hands

Base stats

Base
Sectioned BracersSectioned Bracers
DexDexterity
36
EvasionEvasion Rating
106106
Version Lvl EV RW Recipe
Base 28 106-
Runeforged 28 10622 Verisium×40
Runemastered 38 11918 Verisium×150Medved's Crest of the Circle×1
  • (40-60) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (40-60) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(60-100) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(60-100) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(5-10) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(5-10) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • 25 % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed while on Full Mana
    25 % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed while on Full Mana
  • You count as on Full Mana while at 90 % of max Mana or aboveYou count as on Full Mana while at 90 % of maximum Mana or above

Deathblow Lv. 33+

Deathblow

Base stats

Base
Doubled GauntletsDoubled Gauntlets
StrStrength
24
DexDexterity
24
Armour
103103
EvasionEvasion Rating
9191
Ezomyte
Version Lvl AR EV RW Recipe
Base 33 10391-
Runeforged 33 1034324 Verisium×55
Runemastered 55 1295624 Verisium×260Medved's Crest of the Circle×1
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (5-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (5-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (20-30) Life per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (20-30) Life per enemy killed
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (20-30) Mana per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (20-30) Mana per enemy killed
  • Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.
    Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.

Blueflame Bracers Lv. 33+

Blueflame Bracers

Base stats

Base
Goldcast CuffsGoldcast Cuffs
StrStrength
24
IntIntelligence
24
Armour
4949
ESEnergy Shield
3535
Version Lvl AR ES RW Recipe
Base 33 4935-
Runeforged 33 491524 Verisium×55
Runemastered 55 772237 Verisium×260Medved's Crest of the Circle×1
  • +20 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +20 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(5-15) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-15) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(5-15) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-15) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage

Demon Stitcher Lv. 33+

Demon Stitcher

Base stats

Base
Intricate GlovesIntricate Gloves
IntIntelligence
42
ESEnergy Shield
8686
Version Lvl ES RW Recipe
Base 33 86-
Runeforged 33 2722 Verisium×60
Runemastered 55 4724 Verisium×260Medved's Crest of the Circle×1
  • +(40-60) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(40-60) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(80-120) to max Life+(80-120) to maximum Life
  • (6-12) % inc. Cast Speed(6-12) % increased Cast Speed
  • SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy 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.
    (5-15) % of max Life to gain that much ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    when you Cast a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy 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.
    (5-15) % of maximum Life to gain that much Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    when you Cast a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.

Atziri's Acuity Lv. 33+

Atziri's Acuity

Base stats

Base
Moulded MittsMoulded Mitts
StrStrength
42
Armour
251251
Version Lvl AR RW Recipe
Base 33 251-
Runeforged 33 25122 Verisium×55
Runemastered 55 19761 Verisium×400Medved's Crest of the Circle×1
  • Grants Skill: Level 9 Herald of the Royal QueenGrants Skill: Level 9 Herald of the Royal Queen
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(100-150) to max Life+(100-150) to maximum Life
  • LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Dmg as Life
    LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Damage as Life
  • 10 % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt by your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    causes Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt by your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    causes Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
  • Vaal PactVaal Pact

    50% more amount of Life Leeched Leech Life 67% less quickly Cannot Recover Life other than from Leech Life Leech effects are not removed when Unreserved Life is Filled
    Vaal PactVaal Pact

    50% more amount of Life Leeched Leech Life 67% less quickly Cannot Recover Life other than from Leech Life Leech effects are not removed when Unreserved Life is Filled
Herald of the Royal Queen

Buff · Level 9

  • Buff
  • Attack
  • Persistent
  • AoE
  • Physical
  • Herald
  • Payoff

Req: Level 90+

Killing an enemy with Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals PhysicalPhysical

10% increased Physical Damage
Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
. The explosion destroys their 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.
if the enemy was Normal or Magic .
Killing an enemy with Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals PhysicalPhysical

10% increased Physical Damage
Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
. The explosion destroys their 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.
if the enemy was Normal or Magic .

  • Level: 9 - 20Level: 9 - 20

Buff

  • Enemies with Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    you kill explode
    Enemies with Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    you kill explode
  • q20: Deals (0 - 10) % more damageDeals (0 - 10) % more damage

Explosion

  • Can't be EvadedCan't be Evaded
  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
  • Deals +(14 - 25) % of exploded enemy's Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Atk Dmg
    Deals +(14 - 25) % of exploded enemy's Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Attack Damage

Snakebite Lv. 33+

Snakebite

Base stats

Base
Spined BracersSpined Bracers
DexDexterity
42
EvasionEvasion Rating
122122
Version Lvl EV RW Recipe
Base 33 122-
Runeforged 33 12222 Verisium×60
Runemastered 38 11118 Verisium×490Vorana's Crest of the Scythe×1
  • (40-60) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (40-60) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(7-17) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-17) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (6-10) Life Regeneration per second(6-10) Life Regeneration per second
  • (20-30) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (20-30) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Targets can be affected by +1 of your PoisonsPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    at the same time
    Targets can be affected by +1 of your PoisonsPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    at the same time

Hand of Wisdom and Action Lv. 33+

Hand of Wisdom and Action

Base stats

Base
Spiral WrapsSpiral Wraps
DexDexterity
24
IntIntelligence
24
EvasionEvasion Rating
5252
ESEnergy Shield
1818
Corrupted
Version Lvl EV ES RW Recipe
Base 33 5218-
Runeforged 33 431524 Verisium×60
Runemastered 55 381267 Verisium×500Vorana's Crest of the Scythe×1
  • +(15-25) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(15-25) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(15-25) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(15-25) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • 1 % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed per 20 DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    1 % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed per 20 DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • Adds 1 to 10 Light.Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    per 20 IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    Adds 1 to 10 Lightning Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    per 20 IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.

Maligaro's Virtuosity Lv. 45+

Maligaro's Virtuosity

Base stats

Base
Fine BracersFine Bracers
DexDexterity
56
EvasionEvasion Rating
176176
Version Lvl EV RW Recipe
Base 45 176-
Runeforged 45 17626 Verisium×95
Runemastered 45 8752 Verisium×1740Exceptional Verisium×2Uhtred's Crest of the Chalice×1
  • (60-80) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (60-80) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • (20-30) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (20-30) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • 5 % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    5 % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • Your Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance cannot be RerolledRerolled

    Any mechanic where the calculation of a single Hit would roll Critical Hit Chance more than once is considered to be Rerolling. This includes anything that makes Critical Hit Chance Lucky , Unlucky , Bifurcated , or Inevitable . Sustained Skills using an independent Critical Hit Chance roll for each different time they deal damage is not Rerolling.
    Your Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance cannot be RerolledRerolled

    Any mechanic where the calculation of a single Hit would roll Critical Hit Chance more than once is considered to be Rerolling. This includes anything that makes Critical Hit Chance Lucky , Unlucky , Bifurcated , or Inevitable . Sustained Skills using an independent Critical Hit Chance roll for each different time they deal damage is not Rerolling.
  • Your Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    is 250%
    Your Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    is 250%

The Prisoner's Manacles Lv. 45+

The Prisoner's Manacles

Base stats

Base
Kalguuran CuffsKalguuran Cuffs
StrStrength
64
IntIntelligence
64
Armour
217217
ESEnergy Shield
6464
Version Lvl AR ES RW Recipe
Base 45 21764-
Runeforged 45 2171927 Verisium×105
Runemastered 55 2472112 Verisium×260Medved's Crest of the Circle×1
  • (200-300) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +100 to max Life+100 to maximum Life
  • 100 % inc. AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req.
    100 % increased AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements
  • +(20-40) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-40) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (15-30) Life Regeneration per second(15-30) Life Regeneration per second
  • DebuffsDebuffs

    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.
    you inflict have (20-30) % inc. Slow MagnitudeSlow Magnitude

    This is modifier applies to Debuffs you inflict that Slow enemies, and scales only the specific Magnitude that slows the target. It will not affect any other Magnitudes that Debuff has if it does other things in addition to the Slow .
    DebuffsDebuffs

    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.
    you inflict have (20-30) % increased Slow MagnitudeSlow Magnitude

    This is modifier applies to Debuffs you inflict that Slow enemies, and scales only the specific Magnitude that slows the target. It will not affect any other Magnitudes that Debuff has if it does other things in addition to the Slow .
  • Cannot ImmobiliseImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    enemies
    Cannot ImmobiliseImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    enemies

Nightscale Lv. 45+

Nightscale

Base stats

Base
Pauascale GlovesPauascale Gloves
IntIntelligence
56
ESEnergy Shield
6262
Version Lvl ES RW Recipe
Base 45 62-
Runeforged 45 6226 Verisium×95
Runemastered 55 5531 Verisium×260Medved's Crest of the Circle×1
  • (60-100) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-100) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (30-50) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (30-50) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(20-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 150 % inc. Mana Regeneration Rate if you've dealt a Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    RecentlyRecently

    Recently refers to the past 4 seconds.
    150 % increased Mana Regeneration Rate if you've dealt a Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    RecentlyRecently

    Recently refers to the past 4 seconds.
  • Cannot Regenerate Mana if you haven't dealt a Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    RecentlyRecently

    Recently refers to the past 4 seconds.
    Cannot Regenerate Mana if you haven't dealt a Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    RecentlyRecently

    Recently refers to the past 4 seconds.

Valako's Vice Lv. 45+

Valako's Vice

Base stats

Base
Plate GauntletsPlate Gauntlets
StrStrength
32
DexDexterity
32
Armour
109109
EvasionEvasion Rating
9999
Version Lvl AR EV RW Recipe
Base 45 10999-
Runeforged 45 1095827 Verisium×100
Runemastered 55 1186312 Verisium×260Medved's Crest of the Circle×1
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (5-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (5-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(30-50) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(30-50) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage
    100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage

Aerisvane's Wings Lv. 52+

Aerisvane's Wings

Base stats

Base
Burnished GauntletsBurnished Gauntlets
StrStrength
36
DexDexterity
36
Armour
110110
EvasionEvasion Rating
9999
Version Lvl AR EV RW Recipe
Base 52 11099-
Runemastered 52 543358 Verisium×230Medved's Crest of the Circle×1
  • (50-70) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (50-70) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (5-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (5-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • Decimating StrikeDecimating Strike

    Hits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the Hit is applied.
    Decimating StrikeDecimating Strike

    Hits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the Hit is applied.

Leopold's Applause Lv. 52+

Leopold's Applause

Base stats

Base
Embroidered GlovesEmbroidered Gloves
IntIntelligence
64
ESEnergy Shield
6161
Version Lvl ES RW Recipe
Base 52 61-
Runemastered 52 4235 Verisium×1900Uhtred's Crest of the Chalice×1
  • (60-100) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-100) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • (10-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • Dmg PenetratesPenetrates

    Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default. Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .
    10 % ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Damage PenetratesPenetrates

    Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default. Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .
    10 % ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    can PenetratePenetrates

    Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default. Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .
    ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    down to a min of -50%
    Your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    can PenetratePenetrates

    Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default. Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .
    ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    down to a minimum of -50%

Essentia Sanguis Lv. 52+

Essentia Sanguis

Base stats

Base
Furtive WrapsFurtive Wraps
DexDexterity
36
IntIntelligence
36
EvasionEvasion Rating
112112
ESEnergy Shield
3535
Version Lvl EV ES RW Recipe
Base 52 11235-
Runemastered 55 951724 Verisium×1960Exceptional Verisium×1Uhtred's Crest of the Chalice×1
  • (50-70) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-70) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • Adds 1 to (30-50) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds 1 to (30-50) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • +(15-25) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(15-25) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(25-35) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(25-35) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Life LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    is ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to ES LeechEnergy Shield Leech

    When you deal damage with a Hit , Energy Shield Leech causes you to recover an amount of Energy Shield to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Energy Shield Leech at a time, and all Energy Shield Leech is removed when Energy Shield is filled. Modifiers specific to Life Leech will not apply to Energy Shield Leech.
    Life LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    is ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Energy Shield LeechEnergy Shield Leech

    When you deal damage with a Hit , Energy Shield Leech causes you to recover an amount of Energy Shield to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Energy Shield Leech at a time, and all Energy Shield Leech is removed when Energy Shield is filled. Modifiers specific to Life Leech will not apply to Energy Shield Leech.

Empire's Grasp Lv. 52+

Empire's Grasp

Base stats

Base
Titan MittsTitan Mitts
StrStrength
64
Armour
352352
Version Lvl AR RW Recipe
Base 52 352-
Runemastered 65 30449 Verisium×400Vorana's Crest of the Scythe×1
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (30-50) Life per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (30-50) Life per enemy killed
  • (10-20) % inc. Global PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (10-20) % increased Global PhysicalPhysical

    10% increased Physical Damage
    Damage
  • KnockbackKnocks Back

    Knockback pushes Enemies away when Hit .
    direction is reversed
    KnockbackKnocks Back

    Knockback pushes Enemies away when Hit .
    direction is reversed

Hateforge Lv. 60+

Hateforge

Base stats

Base
Moulded MittsMoulded Mitts
StrStrength
42
Armour
428428
Corrupted
Version Lvl AR RW Recipe
Base 60 428-
Runeforged 60 35722 Verisium×55
Runemastered 60 28161 Verisium×400Medved's Crest of the Circle×1
  • (300-400) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (300-400) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • Gain (3-6) 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 Hit every 0.5 seconds can cause you to gain Rage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Gain (3-6) 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 Hit every 0.5 seconds can cause you to gain Rage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Gain a random ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on reaching Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
    , no more than once every (3-6) seconds
    Gain a random ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on reaching Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
    , no more than once every (3-6) seconds
  • Lose all 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 Hit every 0.5 seconds can cause you to gain Rage.
    on reaching Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
    Lose all 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 Hit every 0.5 seconds can cause you to gain Rage.
    on reaching Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
  • (-10-10) to Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
    (-10-10) to Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.

Horror's Flight Lv. 65+

Horror's Flight

Base stats

Base
Engraved BracersEngraved Bracers
DexDexterity
80
EvasionEvasion Rating
497497
Version Lvl EV Recipe
Base 65 497
  • Grants Skill: Level 15 Crushing FearGrants Skill: Level 15 Crushing Fear
  • (200-300) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating
    (200-300) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating
  • (7-17) % inc. Atk Speed(7-17) % increased Attack Speed
  • +(13-23) to Dex+(13-23) to Dexterity
  • Adds (19-23) to (31-37) Chaos.DmgChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    to Attacks
    Adds (19-23) to (31-37) Chaos DamageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
    to Attacks
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    1 Fear Incarnate when you Cull a target
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    1 Fear Incarnate when you Cull a target
Crushing Fear

Attack · Level 15

  • Attack
  • AoE
  • Melee
  • Strike
  • Physical
  • Chaos

Req: Level 90+

Dash to an enemy and StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.
Dash to an enemy and StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

  • Level: 15 - 20Level: 15 - 20
  • Cost: (6 - 42) ManaCost: (6 - 42) Mana
  • Atk Speed: 75% of baseAttack Speed: 75% of base
  • Atk Dmg: (110 - 343)% of baseAttack Damage: (110 - 343)% of base

Strike

  • Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
  • 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.
    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.
  • Can't be EvadedCan't be Evaded
  • q20: (0 - 10) % more AoE(0 - 10) % more Area of Effect

Shockwave

Attack Damage
(400 - 1449)%(400 - 1449)%
  • Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
  • 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.
    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.
  • Can't be EvadedCan't be Evaded
  • 5 % more AoE per Power of killed target5 % more Area of Effect per Power of killed target
  • 10 % more Dmg per Power of killed target10 % more Damage per Power of killed target

Horror's Flight Lv. 65+

Horror's Flight

Base stats

Base
Engraved BracersEngraved Bracers
DexDexterity
80
EvasionEvasion Rating
497497
Version Lvl EV Recipe
Base 65 497
  • Grants Skill: Level 15 Crushing FearGrants Skill: Level 15 Crushing Fear
  • (200-300) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating
    (200-300) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating
  • (7-17) % inc. Atk Speed(7-17) % increased Attack Speed
  • +(13-23) to Dex+(13-23) to Dexterity
  • Adds (19-23) to (31-37) Chaos.DmgChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    to Attacks
    Adds (19-23) to (31-37) Chaos DamageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
    to Attacks
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    1 Fear Incarnate when you Cull a target
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    1 Fear Incarnate when you Cull a target
  • Raven-TouchedRaven-Touched
Crushing Fear

Attack · Level 15

  • Attack
  • AoE
  • Melee
  • Strike
  • Physical
  • Chaos

Req: Level 90+

Dash to an enemy and StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.
Dash to an enemy and StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

  • Level: 15 - 20Level: 15 - 20
  • Cost: (6 - 42) ManaCost: (6 - 42) Mana
  • Atk Speed: 75% of baseAttack Speed: 75% of base
  • Atk Dmg: (110 - 343)% of baseAttack Damage: (110 - 343)% of base

Strike

  • Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
  • 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.
    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.
  • Can't be EvadedCan't be Evaded
  • q20: (0 - 10) % more AoE(0 - 10) % more Area of Effect

Shockwave

Attack Damage
(400 - 1449)%(400 - 1449)%
  • Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
  • 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.
    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.
  • Can't be EvadedCan't be Evaded
  • 5 % more AoE per Power of killed target5 % more Area of Effect per Power of killed target
  • 10 % more Dmg per Power of killed target10 % more Damage per Power of killed target

Sine Aequo Lv. 65+

Sine Aequo

Base stats

Base
Grand ManchettesGrand Manchettes
StrStrength
32
DexDexterity
32
IntIntelligence
32
Armour
173173
EvasionEvasion Rating
156156
ESEnergy Shield
4949
Version Lvl AR EV ES RW Recipe
Base 65 17315649-
Runemastered 65 8727870 Verisium×640Vorana's Crest of the Scythe×1
  • (10-15) % inc. 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, Warcry Speed, and similar stats.
    (10-15) % increased 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, Warcry Speed, and similar stats.
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • ImmobiliseImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    enemies at 50 % buildup instead of 100%
    ImmobiliseImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    enemies at 50 % buildup instead of 100%
  • (30-50) % inc. Dmg against ImmobilisedImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    Enemies
    (30-50) % increased Damage against ImmobilisedImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    Enemies

Death Articulated Lv. 65+

Death Articulated

Base stats

Base
Ornate GauntletsOrnate Gauntlets
StrStrength
44
DexDexterity
44
Armour
187187
EvasionEvasion Rating
170170
Version Lvl AR EV Recipe
Base 65 187170
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (5-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (5-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of max Life per second
    LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of maximum Life per second
  • Regenerate 5 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 Hit every 0.5 seconds can cause you to gain Rage.
    per second
    Regenerate 5 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 Hit every 0.5 seconds can cause you to gain Rage.
    per second
  • No Inherent loss of 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 Hit every 0.5 seconds can cause you to gain Rage.
    No Inherent loss of 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 Hit every 0.5 seconds can cause you to gain Rage.

The Master's Reach Lv. 65+

Base stats

Base
Tethering BandsTethering Bands
StrStrength
55
IntIntelligence
55
Armour
317317
ESEnergy Shield
8787
  • Grants Skill: Level 15 UntetherGrants Skill: Level 15 Untether
  • +(75-125) to max Life+(75-125) to maximum Life
  • +(15-25) to Int+(15-25) to Intelligence
  • Reveal Weaknesses against Rare and Unique enemiesReveal Weaknesses against Rare and Unique enemies
  • Eat a Soul on Hitting an enemy with an Open WeaknessEat a Soul on Hitting an enemy with an Open Weakness
  • (80-100) % of damage taken from enemies with an Open Weakness Recouped as Life(80-100) % of damage taken from enemies with an Open Weakness Recouped as Life
  • unique reveal weakness art variation [1]unique reveal weakness art variation [1]
Untether

Level 15

Req: Level 90+

  • Grants Skill: Level 15 UntetherGrants Skill: Level 15 Untether

Thunderfist Lv. 65+

Thunderfist

Base stats

Base
Utility WrapsUtility Wraps
DexDexterity
44
IntIntelligence
44
EvasionEvasion Rating
164164
ESEnergy Shield
5151
Version Lvl EV ES RW Recipe
Base 65 16451-
Runemastered 65 991556 Verisium×2750Exceptional Verisium×1Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 15 Crackling PalmGrants Skill: Level 15 Crackling Palm
  • (1-111) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (1-111) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (1-11) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (1-11) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(1-33) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(1-33) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Adds 1 to (77-111) Light.Dmg to Unarmed MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Hits
    Adds 1 to (77-111) Lightning Damage to Unarmed MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Hits
  • +(0.1-1.1) % to Unarmed MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(0.1-1.1) % to Unarmed MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • use thunderfist art variation [1]use thunderfist art variation [1]
Crackling Palm

Buff · Level 15

  • Buff
  • Attack
  • Persistent
  • AoE
  • Lightning

Req: Level 90+

When you HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
with UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
Attacks , calls down lightning bolts which deal UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
Attack damage to all surrounding enemies.
When you HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
with UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
Attacks , calls down lightning bolts which deal UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
Attack damage to all surrounding enemies.

  • Level: 15 - 20Level: 15 - 20

Crackling Palm

  • q20: active skill base area of effect radius [0,2]active skill base area of effect radius [0,2]

Bolt

Attack Damage
(25 - 73)%(25 - 73)%
  • Creates a bolt of lightning when you HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with UnarmedUnarmed

    You are considered Unarmed while you have no equipped Martial or Caster Weapon .
    MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
    damage, no more than 5 times every 0.5 seconds
    Creates a bolt of lightning when you HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with UnarmedUnarmed

    You are considered Unarmed while you have no equipped Martial or Caster Weapon .
    MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
    damage, no more than 5 times every 0.5 seconds
  • Bolt impact radius is 1.4 mBolt impact radius is 1.4 metres
  • (19 - 28) to (359 - 539) Added 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.
    damage
    (19 - 28) to (359 - 539) Added 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

Horns of Bynden Lv. 1+

Horns of Bynden

Base stats

Base
Rusted GreathelmRusted Greathelm
Armour
4949
Ezomyte
Version Lvl AR RW Recipe
Base 1 49-
Runeforged - 2919 Verisium×15
Runemastered 38 36436 Verisium×160Medved's Crest of the Circle×1
  • +20 to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +20 to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (5-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (5-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Every 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 Hit every 0.5 seconds can cause you to gain Rage.
    also grants 1 % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Every 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 Hit every 0.5 seconds can cause you to gain Rage.
    also grants 1 % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • Gain 1 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 Hit every 0.5 seconds can cause you to gain Rage.
    on MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Gain 1 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 Hit every 0.5 seconds can cause you to gain Rage.
    on MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.

Wings of Caelyn Lv. 1+

Wings of Caelyn

Base stats

Base
Rusted GreathelmRusted Greathelm
Armour
4949
Ezomyte
Version Lvl AR RW Recipe
Base 1 49-
Runeforged - 2919 Verisium×15
Runemastered 38 36036 Verisium×170Medved's Crest of the Circle×1
  • +20 to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +20 to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (5-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (5-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • Gain 1 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 Hit every 0.5 seconds can cause you to gain Rage.
    on MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Gain 1 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 Hit every 0.5 seconds can cause you to gain Rage.
    on MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Every 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 Hit every 0.5 seconds can cause you to gain Rage.
    also grants 1 % inc. Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    Every 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 Hit every 0.5 seconds can cause you to gain Rage.
    also grants 1 % increased Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.

Innsmouth Lv. 1+

Innsmouth

Base stats

Base
Shabby HoodShabby Hood
EvasionEvasion Rating
4545
Version Lvl EV RW Recipe
Base 1 45-
Runeforged - 1919 Verisium×15
Runemastered 38 -201 Verisium×180Medved's Crest of the Circle×1
  • +(20-30) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +(20-30) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • 25 % reduced max Mana25 % reduced maximum Mana
  • +(10-20) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(13-19) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(13-19) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 100 % inc. Mana Regeneration Rate100 % increased Mana Regeneration Rate

Crown of Thorns Lv. 1+

Crown of Thorns

Base stats

Base
Twig CircletTwig Circlet
ESEnergy Shield
128128
Ezomyte
Version Lvl ES RW Recipe
Base 1 128-
Runeforged - 1919 Verisium×15
Runemastered 38 4836 Verisium×190Medved's Crest of the Circle×1
  • +(100-150) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(100-150) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • Lose 5 Life when you use a SkillLose 5 Life when you use a Skill
  • (3-5) to (6-10) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (3-5) to (6-10) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
  • Pain AttunementPain Attunement

    30% less Critical Damage Bonus when on Full Life 30% more Critical Damage Bonus when on Low Life
    Pain AttunementPain Attunement

    30% less Critical Damage Bonus when on Full Life 30% more Critical Damage Bonus when on Low Life

Greymake Lv. 5+

Greymake

Base stats

Base
Brimmed HelmBrimmed Helm
StrStrength
7
DexDexterity
7
Armour
2626
EvasionEvasion Rating
2020
Ezomyte
Version Lvl AR EV RW Recipe
Base 5 2620-
Runeforged 5 262026 Verisium×25
Runemastered 38 4439109 Verisium×180Medved's Crest of the Circle×1
  • +(30-50) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(30-50) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(30-50) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(30-50) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(30-50) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(30-50) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • -1 to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    per Level
    -1 to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    per Level
  • Has 4 Augment Sockets (Hidden)Has 4 Augment Sockets (Hidden)

The Hollow Mask Lv. 5+

The Hollow Mask

Base stats

Base
Hewn MaskHewn Mask
DexDexterity
7
IntIntelligence
7
EvasionEvasion Rating
1818
ESEnergy Shield
1212
Version Lvl EV ES RW Recipe
Base 5 1812-
Runeforged 5 201326 Verisium×20
Runemastered 38 301054 Verisium×330Vorana's Crest of the Scythe×1
  • Grants Skill: Level 2 Wildwood's GiftsGrants Skill: Level 2 Wildwood's Gifts
  • +(60-80) to max Life+(60-80) to maximum Life
  • 15% additional PhysicalPhysical

    10% increased Physical Damage
    Dmg Reduction
    15% additional PhysicalPhysical

    10% increased Physical Damage
    Damage Reduction
  • -10% to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    -10% to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +13% to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +13% to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Wildwood's Gifts

Buff · Level 2

  • Buff
  • Persistent
  • Remnant

Req: Level 90+

You are chosen by Azmerian spirits who provide guidance, allowing you to see nearby Ancient Blooms .You are chosen by Azmerian spirits who provide guidance, allowing you to see nearby Ancient Blooms .

  • Level: 2 - 20Level: 2 - 20
  • Ancient Blooms fade after 25 seconds if not picked upAncient Blooms fade after 25 seconds if not picked up
  • Ancient Blooms within 5m of you are revealedAncient Blooms within 5m of you are revealed
  • An Ancient Bloom manifests within 8.5m of you every (1.21 - 1.4) secondsAn Ancient Bloom manifests within 8.5m of you every (1.21 - 1.4) seconds
  • Ancient Blooms have (10 - 100) % inc. effectAncient Blooms have (10 - 100) % increased effect
  • q20: Ancient Blooms have (0 - 15) % inc. effectAncient Blooms have (0 - 15) % increased effect

Crown of the Victor Lv. 5+

Crown of the Victor

Base stats

Base
Iron CrownIron Crown
StrStrength
7
IntIntelligence
7
Armour
3131
ESEnergy Shield
1515
Version Lvl AR ES RW Recipe
Base 5 3115-
Runeforged 5 261326 Verisium×20
Runemastered 38 722172 Verisium×330Vorana's Crest of the Scythe×1
  • (10-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +1 to Level of all Skills+1 to Level of all 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    10 Life per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    10 Life per enemy killed
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    10 Mana per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    10 Mana per enemy killed

Mask of the Sanguimancer Lv. 10+

Mask of the Sanguimancer

Base stats

Base
Face MaskFace Mask
DexDexterity
10
IntIntelligence
10
EvasionEvasion Rating
5252
ESEnergy Shield
2626
Version Lvl EV ES RW Recipe
Base 10 5226-
Runeforged 10 321630 Verisium×30
Runemastered 38 1184018 Verisium×170Medved's Crest of the Circle×1
  • +(20-25) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +(20-25) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(10-15) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(10-15) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (20-40) % inc. Crit%Critical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    for SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    (20-40) % increased Critical Hit ChanceCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    for SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • Blood MagicBlood Magic

    You have no Mana Skill Mana Costs Converted to Life Costs
    Blood MagicBlood Magic

    You have no Mana Skill Mana Costs Converted to Life Costs

Goldrim Lv. 10+

Goldrim

Base stats

Base
Felt CapFelt Cap
DexDexterity
17
EvasionEvasion Rating
9696
Version Lvl EV RW Recipe
Base 10 96-
Runeforged 10 5827 Verisium×30
Runemastered 38 13454 Verisium×320Vorana's Crest of the Scythe×1
  • +(30-50) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +(30-50) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • 10 % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    10 % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(25-35) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(25-35) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Bronzebeard Lv. 10+

Bronzebeard

Base stats

Base
Horned CrownHorned Crown
StrStrength
10
IntIntelligence
10
Armour
7575
ESEnergy Shield
3131
Version Lvl AR ES RW Recipe
Base 10 7531-
Runeforged 10 751630 Verisium×30
Runemastered 38 1602554 Verisium×180Medved's Crest of the Circle×1
  • 10 % reduced Move.Spd10 % reduced Movement Speed
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +100 to max Life+100 to maximum Life
  • (35-50) % reduced EffectEffect

    Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.
    of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    on you
    (35-50) % reduced EffectEffect

    Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator.
    of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    on you
  • (35-50) % reduced MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    on you
    (35-50) % reduced MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    on you
  • (35-50) % reduced effect of ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    on you
    (35-50) % reduced effect of ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    on you

The Devouring Diadem Lv. 10+

The Devouring Diadem

Base stats

Base
Wicker TiaraWicker Tiara
IntIntelligence
17
ESEnergy Shield
5555
Version Lvl ES RW Recipe
Base 10 55-
Runeforged 10 5527 Verisium×30
Runemastered 38 8645 Verisium×180Medved's Crest of the Circle×1
  • (60-100) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-100) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(13-19) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(13-19) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Every 3 seconds, ConsumeConsume

    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.
    a nearby 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.
    to Recover 20 % of max Life
    Every 3 seconds, ConsumeConsume

    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.
    a nearby 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.
    to Recover 20 % of maximum Life

Erian's Cobble Lv. 11+

Erian's Cobble

Base stats

Base
Guarded HelmGuarded Helm
StrStrength
11
DexDexterity
11
Armour
4646
EvasionEvasion Rating
4747
ESEnergy Shield
1414
Ezomyte
Version Lvl AR EV ES RW Recipe
Base 11 464714-
Runeforged 11 4234-32 Verisium×30
Runemastered 38 275247-36 Verisium×180Medved's Crest of the Circle×1
  • +(0-40) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(0-40) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(0-30) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +(0-30) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(0-20) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(0-20) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(0-60) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(0-60) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(0-30) to max Life+(0-30) to maximum Life
  • +(0-20) to max Mana+(0-20) to maximum Mana
  • (0-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (0-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • (0-30) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (0-30) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(0-10) to Str+(0-10) to Strength
  • +(0-10) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(0-10) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(0-10) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(0-10) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(0-10) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(0-10) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(0-10) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(0-10) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(0-10) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(0-10) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (0-6) Life Regeneration per second(0-6) Life Regeneration per second

Ezomyte Peak Lv. 12+

Ezomyte Peak

Base stats

Base
Soldier GreathelmSoldier Greathelm
StrStrength
19
Armour
129129
Ezomyte
Version Lvl AR RW Recipe
Base 12 129-
Runeforged 12 12929 Verisium×30
Runemastered 38 22554 Verisium×180Medved's Crest of the Circle×1
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(50-80) to max Life+(50-80) to maximum Life
  • (3-6) Life Regeneration per second(3-6) Life Regeneration per second
  • (10-20) % inc. AoE(10-20) % increased Area of Effect
  • Unwavering StanceUnwavering Stance

    Cannot be Light Stunned Cannot Dodge Roll or Sprint
    Unwavering StanceUnwavering Stance

    Cannot be Light Stunned Cannot Dodge Roll or Sprint

Visage of Ayah Lv. 16+

Visage of Ayah

Base stats

Base
Beaded CircletBeaded Circlet
IntIntelligence
25
ESEnergy Shield
6161
Version Lvl ES RW Recipe
Base 16 61-
Runeforged 16 6135 Verisium×35
Runemastered 38 4272 Verisium×180Medved's Crest of the Circle×1
  • (50-80) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-80) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (10-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • (20-30) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (20-30) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(10-20) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Eldritch BatteryEldritch Battery

    Converts 100% of maximum Energy Shield to maximum Mana Doubles Mana Costs
    Eldritch BatteryEldritch Battery

    Converts 100% of maximum Energy Shield to maximum Mana Doubles Mana Costs

Crown of the Pale King Lv. 16+

Crown of the Pale King

Base stats

Base
Cultist CrownCultist Crown
StrStrength
15
IntIntelligence
15
Armour
106106
ESEnergy Shield
3737
Version Lvl AR ES RW Recipe
Base 16 10637-
Runeforged 16 1061935 Verisium×35
Runemastered 38 3255049 Verisium×310Vorana's Crest of the Scythe×1
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(40-80) to max Life+(40-80) to maximum Life
  • 10 % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    10 % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • (10-15) to (20-25) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (10-15) to (20-25) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
  • ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    can Retaliate against allRetaliate against all

    This allows your Thorns to Retaliate against any kind of Hit dealt to you by enemies, rather than just Melee Attacks , except that you can never Retaliate against the enemy's Thorns damage.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    can Retaliate against allRetaliate against all

    This allows your Thorns to Retaliate against any kind of Hit dealt to you by enemies, rather than just Melee Attacks , except that you can never Retaliate against the enemy's Thorns damage.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.

Leer Cast Lv. 16+

Leer Cast

Base stats

Base
Hooded MaskHooded Mask
DexDexterity
15
IntIntelligence
15
EvasionEvasion Rating
4646
ESEnergy Shield
1919
Version Lvl EV ES RW Recipe
Base 16 4619-
Runeforged 16 461935 Verisium×35
Runemastered 38 692354 Verisium×170Medved's Crest of the Circle×1
  • +(30-50) to max Life+(30-50) to maximum Life
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    deal 50 % inc. Dmg
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    deal 50 % increased Damage
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • 25 % reduced Dmg25 % reduced Damage

Radiant Grief Lv. 16+

Radiant Grief

Base stats

Base
Lace HoodLace Hood
DexDexterity
25
EvasionEvasion Rating
157157
Version Lvl EV RW Recipe Version details
Base 16 157-
Runeforged 16 15735 Verisium×590Vorana's Crest of the Scythe×1
Runeforged 38 16872 Verisium×590Vorana's Crest of the Scythe×1
Runeforged details
  • (30 — 50) % increased Ignite Magnitude
  • (80-100) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (80-100) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(15-25) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 30 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    30 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    as though dealt 200 Base FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    as though dealt 200 Base FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage

Ironride Lv. 16+

Ironride

Base stats

Base
Visored HelmVisored Helm
StrStrength
15
DexDexterity
15
Armour
9090
EvasionEvasion Rating
7777
Version Lvl AR EV RW Recipe
Base 16 9077-
Runeforged 16 904635 Verisium×35
Runemastered 38 1296954 Verisium×320Medved's Crest of the Circle×1
  • (60-80) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (60-80) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(30-50) to max Life+(30-50) to maximum Life
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • +(10-15) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-15) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • You have no AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Penalty at Distance
    You have no AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Penalty at Distance

Black Sun Crest Lv. 16+

Black Sun Crest

Base stats

Base
Wrapped GreathelmWrapped Greathelm
StrStrength
25
Armour
166166
Version Lvl AR RW Recipe
Base 16 166-
Runeforged 16 16635 Verisium×35
Runemastered 38 28627 Verisium×180Medved's Crest of the Circle×1
  • (50-80) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (50-80) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (5-15) % inc. StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    (5-15) % increased StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (5-15) % inc. DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    (5-15) % increased DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (5-15) % inc. IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    (5-15) % increased IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • 20 % reduced Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    20 % reduced Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.

The Smiling Knight Lv. 26+

The Smiling Knight

Base stats

Base
Cowled HelmCowled Helm
StrStrength
22
DexDexterity
22
Armour
228228
EvasionEvasion Rating
200200
Ezomyte
Version Lvl AR EV RW Recipe
Base 26 228200-
Runeforged 26 2287041 Verisium×60
Runemastered 40 2969319 Verisium×530Vorana's Crest of the Scythe×1
  • +(50-100) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(50-100) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (15-25) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (15-25) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • AggravateAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on targets you Critically HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    AggravateAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on targets you Critically HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.

Thrillsteel Lv. 27+

Thrillsteel

Base stats

Base
Spired GreathelmSpired Greathelm
StrStrength
40
Armour
149149
Version Lvl AR RW Recipe
Base 27 149-
Runeforged 27 14949 Verisium×65
Runemastered 40 11585 Verisium×1110Vorana's Crest of the Scythe×1
  • OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.

Veil of the Night Lv. 28+

Veil of the Night

Base stats

Base
Martyr CrownMartyr Crown
StrStrength
23
IntIntelligence
23
Armour
8585
ESEnergy Shield
2727
Version Lvl AR ES RW Recipe
Base 28 8527-
Runeforged 28 852743 Verisium×65
Runemastered 40 662081 Verisium×830Vorana's Crest of the Scythe×1
  • 50 % inc. max Life50 % increased maximum Life
  • +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • 40 % reduced Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    40 % reduced Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • You have no ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    You have no ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Atsak's Sight Lv. 28+

Atsak's Sight

Base stats

Base
Veiled MaskVeiled Mask
DexDexterity
23
IntIntelligence
23
EvasionEvasion Rating
152152
ESEnergy Shield
5555
Version Lvl EV ES RW Recipe
Base 28 15255-
Runeforged 28 1522743 Verisium×65
Runemastered 40 1582657 Verisium×180Medved's Crest of the Circle×1
  • (100-150) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-150) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (30-40) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (30-40) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    the enemy
    Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    the enemy

Deidbell Lv. 33+

Deidbell

Base stats

Base
Elite GreathelmElite Greathelm
StrStrength
48
Armour
285285
Ezomyte
Version Lvl AR RW Recipe
Base 33 285-
Runeforged 33 28549 Verisium×90
Runemastered 55 33661 Verisium×330Medved's Crest of the Circle×1
  • (60-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (60-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (20-30) % inc. WarcryWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Speed
    (20-30) % increased WarcryWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Speed
  • WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Explode CorpsesCorpses

    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 Allies do not leave usable Corpses.
    dealing 10 % of their Life as PhysicalPhysical

    10% increased Physical Damage
    Dmg
    WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Explode CorpsesCorpses

    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 Allies do not leave usable Corpses.
    dealing 10 % of their Life as PhysicalPhysical

    10% increased Physical Damage
    Damage
  • WarcryWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Skills have (20-30) % inc. AoE
    WarcryWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Skills have (20-30) % increased Area of Effect

Mask of the Stitched Demon Lv. 33+

Mask of the Stitched Demon

Base stats

Base
Feathered TiaraFeathered Tiara
IntIntelligence
48
ESEnergy Shield
125125
Version Lvl ES RW Recipe
Base 33 125-
Runeforged 33 12549 Verisium×90
Runemastered 55 7498 Verisium×330Medved's Crest of the Circle×1
  • (120-160) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (120-160) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Cannot have ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Cannot have Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • Regenerate 0.05 Life per second per Maximum ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Regenerate 0.05 Life per second per Maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Cornathaum Lv. 33+

Cornathaum

Base stats

Base
Heavy CrownHeavy Crown
StrStrength
27
IntIntelligence
27
Armour
9797
ESEnergy Shield
3030
Version Lvl AR ES RW Recipe
Base 33 9730-
Runeforged 33 973044 Verisium×85
Runemastered 55 7722122 Verisium×440Medved's Crest of the Circle×1
  • (10-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(40-50) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(40-50) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • 30 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    30 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • 5 % inc. Experience gain5 % increased Experience gain

Elevore Lv. 33+

Elevore

Base stats

Base
Hunter HoodHunter Hood
DexDexterity
48
EvasionEvasion Rating
253253
Ezomyte
Version Lvl EV RW Recipe
Base 33 253-
Runeforged 33 25349 Verisium×90
Runemastered 40 11775 Verisium×330Medved's Crest of the Circle×1
  • (50-80) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (50-80) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    gain 1 charge per Second
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    gain 1 charge per Second
  • +(1-2) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    +(1-2) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots

The Vile Knight Lv. 33+

The Vile Knight

Base stats

Base
Shielded HelmShielded Helm
StrStrength
27
DexDexterity
27
Armour
174174
EvasionEvasion Rating
156156
Ezomyte
Version Lvl AR EV RW Recipe
Base 33 174156-
Runeforged 33 1748744 Verisium×90
Runemastered 55 19297122 Verisium×450Medved's Crest of the Circle×1
  • (60-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (60-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(75-125) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(75-125) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (10-15) Life Regeneration per second(10-15) Life Regeneration per second
  • Deal 4 % inc. Dmg with HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    to Rare or UniqueRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    Enemies for each second they've ever been in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    , up to a max of 200%
    Deal 4 % increased Damage with HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    to Rare or UniqueRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    Enemies for each second they've ever been in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    , up to a maximum of 200%

The Vertex Lv. 33+

The Vertex

Base stats

Base
Tribal MaskTribal Mask
EvasionEvasion Rating
207207
ESEnergy Shield
7171
Corrupted
Version Lvl EV ES RW Recipe
Base 33 20771-
Runeforged 33 2073044 Verisium×90
Runemastered 52 2503347 Verisium×590Vorana's Crest of the Scythe×1
  • Has no Attribute req.Has no Attribute Requirements
  • (100-150) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    and 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.
    (100-150) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    and 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.
  • (20-30) % inc. CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance
    (20-30) % increased CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance
  • +(13-17) % to Chaos ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(13-17) % to Chaos ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Skill Gems have no Attribute req.Skill Gems have no Attribute Requirements

The Vertex Lv. 33+

The Vertex

Base stats

Base
Tribal MaskTribal Mask
EvasionEvasion Rating
207207
ESEnergy Shield
7171
Corrupted
Version Lvl EV ES RW Recipe
Base 33 20771-
Runeforged 33 2073044 Verisium×90
Runemastered 52 2503347 Verisium×590Vorana's Crest of the Scythe×1
  • Has no Attribute req.Has no Attribute Requirements
  • (100-150) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    and 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.
    (100-150) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    and 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.
  • (20-30) % inc. CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance
    (20-30) % increased CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance
  • +(13-17) % to Chaos ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(13-17) % to Chaos ResistanceResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Equipment has no Attribute req.Equipment has no Attribute Requirements
  • Equipment and Skill Gems have 50 % reduced Attribute req.Equipment and Skill Gems have 50 % reduced Attribute Requirements

Corona of the Red Sun Lv. 36+

Corona of the Red Sun

Base stats

Base
Warrior GreathelmWarrior Greathelm
StrStrength
52
Armour
191191
Version Lvl AR RW Recipe
Base 36 191-
Runeforged 36 19150 Verisium×100
Runemastered 55 111147 Verisium×320Medved's Crest of the Circle×1
  • +(100-150) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(100-150) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(60-80) to max Life+(60-80) to maximum Life
  • +(20-25) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-25) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 25 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    25 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Leeching LifeLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    from your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    causes Allies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    to also Leech the same amount of Life
    Leeching LifeLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    from your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    causes Allies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    to also Leech the same amount of Life

Constricting Command Lv. 38+

Constricting Command

Base stats

Base
Viper CapViper Cap
DexDexterity
54
EvasionEvasion Rating
179179
Version Lvl EV RW Recipe
Base 38 179-
Runeforged 38 17952 Verisium×115
Runemastered 55 139110 Verisium×3710Uhtred's Crest of the Chalice×1
  • +(80-120) to max Life+(80-120) to maximum Life
  • +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • (8-12) Life Regeneration per second(8-12) Life Regeneration per second
  • Require (2-4) fewer enemies to be SurroundedSurrounded

    You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
    Require (2-4) fewer enemies to be SurroundedSurrounded

    You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.

Atziri's Disdain Lv. 40+

Atziri's Disdain

Base stats

Base
Gold CircletGold Circlet
IntIntelligence
58
ESEnergy Shield
6262
Version Lvl ES RW Recipe
Base 40 62-
Runeforged 40 6255 Verisium×125
Runemastered 55 16196 Verisium×3860Uhtred's Crest of the Chalice×1
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • (10-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    (10-15) % of max Life as Extra max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    (10-15) % of maximum Life as Extra maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • 10 % of Dmg taken bypasses ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    10 % of Damage taken bypasses Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Assailum Lv. 45+

Assailum

Base stats

Base
Closed HelmClosed Helm
StrStrength
36
DexDexterity
36
Armour
454454
EvasionEvasion Rating
408408
Version Lvl AR EV RW Recipe
Base 45 454408-
Runeforged 45 45411552 Verisium×155
  • (200-300) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(200-400) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(200-400) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (30-50) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (30-50) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • Skills have a (100-150) % longer Perfect TimingPerfect Timing

    Certain Channelling 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.
    window
    Skills have a (100-150) % longer Perfect TimingPerfect Timing

    Certain Channelling 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.
    window

The Black Insignia Lv. 45+

The Black Insignia

Base stats

Base
Corsair CapCorsair Cap
DexDexterity
64
EvasionEvasion Rating
359359
Version Lvl EV RW Recipe
Base 45 359-
Runeforged 45 35956 Verisium×150
Runemastered 55 34537 Verisium×3760Uhtred's Crest of the Chalice×1
  • (70-100) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (70-100) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • (10-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(15-25) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Gain TailwindTailwind

    Tailwind is a stacking Buff which grants 1% increased movement speed, 2% increased Skill Speed , 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks.
    on Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    , no more than once per second
    Gain TailwindTailwind

    Tailwind is a stacking Buff which grants 1% increased movement speed, 2% increased Skill Speed , 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks.
    on Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    , no more than once per second
  • Lose all TailwindTailwind

    Tailwind is a stacking Buff which grants 1% increased movement speed, 2% increased Skill Speed , 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks.
    when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Lose all TailwindTailwind

    Tailwind is a stacking Buff which grants 1% increased movement speed, 2% increased Skill Speed , 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks.
    when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.

The Three Dragons Lv. 45+

The Three Dragons

Base stats

Base
Solid MaskSolid Mask
DexDexterity
36
IntIntelligence
36
EvasionEvasion Rating
170170
ESEnergy Shield
5555
Version Lvl EV ES RW Recipe
Base 45 17055-
Runeforged 45 1703752 Verisium×160
Runemastered 55 1853937 Verisium×590Vorana's Crest of the Scythe×1
  • (40-60) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (40-60) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Chance instead of FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    and IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    MagnitudesMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Chance instead of FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    and IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    MagnitudesMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    and IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    MagnitudesMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    instead of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    or FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    and IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    MagnitudesMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    instead of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    or FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
  • LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup instead of ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Chance
    LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup instead of ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Chance

Crown of Eyes Lv. 45+

Crown of Eyes

Base stats

Base
Vermeil CircletVermeil Circlet
IntIntelligence
64
ESEnergy Shield
139139
Version Lvl ES RW Recipe
Base 45 139-
Runeforged 45 13956 Verisium×155
Runemastered 55 13737 Verisium×840Vorana's Crest of the Scythe×1
  • (100-140) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-140) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(150-200) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(150-200) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • -10 % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    -10 % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Increases and Reductions to SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    damage also apply to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Increases and Reductions to SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    damage also apply to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.

Scold's Bridle Lv. 50+

Scold's Bridle

Base stats

Base
Jade TiaraJade Tiara
IntIntelligence
71
ESEnergy Shield
149149
Version Lvl ES RW Recipe
Base 50 149-
Runeforged 50 7356 Verisium×190
Runemastered 65 45141 Verisium×620Medved's Crest of the Circle×1
  • +(75-150) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(75-150) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (60-100) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    DmgDamage

    Upfront Costs will result in taking the damage all at once as a Hit . A per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a Hit .
    (60-100) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    DamageDamage

    Upfront Costs will result in taking the damage all at once as a Hit . A per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a Hit .
  • +(80-100) to max Mana+(80-100) to maximum Mana
  • 15 % reduced Cast Speed15 % reduced Cast Speed
  • Take (25-100) % of Mana Costs you pay for Skills as PhysicalPhysical

    10% increased Physical Damage
    DmgDamage

    Upfront Costs will result in taking the damage all at once as a Hit . A per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a Hit .
    Take (25-100) % of Mana Costs you pay for Skills as PhysicalPhysical

    10% increased Physical Damage
    DamageDamage

    Upfront Costs will result in taking the damage all at once as a Hit . A per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a Hit .

Starkonja's Head Lv. 50+

Starkonja's Head

Base stats

Base
Leatherbound HoodLeatherbound Hood
DexDexterity
71
EvasionEvasion Rating
462462
Ezomyte
Version Lvl EV RW Recipe
Base 50 462-
Runeforged 50 46256 Verisium×185
Runemastered 65 53228 Verisium×2760Uhtred's Crest of the Chalice×1
  • (100-200) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (100-200) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • (15-25) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (15-25) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(30-40) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(30-40) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • 150 % inc. Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating when on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    150 % increased Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating when on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
  • 15 % of Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    is taken from your Dmgable CompanionCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    's Life before you
    15 % of Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    is taken from your Damageable CompanionCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    's Life before you

Blood Price Lv. 51+

Blood Price

Base stats

Base
Fierce GreathelmFierce Greathelm
StrStrength
73
Armour
533533
Version Lvl AR RW Recipe
Base 51 533-
Runemastered 55 68524 Verisium×170Medved's Crest of the Circle×1
Runeforged 51 53357 Verisium×195
  • (80-120) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (80-120) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (10-15) Life Regeneration per second(10-15) Life Regeneration per second
  • +(100-150) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(100-150) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • (30-60) % inc. PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AoE
    (30-60) % increased PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Area of Effect
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have at least 10 % of Life ReservedReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have at least 10 % of Life ReservedReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.

Sandstorm Visage Lv. 52+

Sandstorm Visage

Base stats

Base
ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
Tiara
ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
Tiara
IntIntelligence
38
ESEnergy Shield
130130
Version Lvl ES RW Recipe
Base 52 130-
Runeforged 52 4748 Verisium×55
Runemastered 52 62- Verisium×1450Uhtred's Crest of the Chalice×1
  • +(80-120) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(80-120) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are BlindedBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are BlindedBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
  • Every second, inflicts Critical WeaknessCritical Weakness

    Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    on enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    for (15-20) seconds
    Every second, inflicts Critical WeaknessCritical Weakness

    Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    on enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    for (15-20) seconds

The Bringer of Rain Lv. 52+

The Bringer of Rain

Base stats

Base
Decorated HelmDecorated Helm
StrStrength
41
DexDexterity
41
Armour
12181218
EvasionEvasion Rating
11011101
Version Lvl AR EV RW Recipe
Base 52 12181101-
Runemastered 65 134314670 Verisium×4890Exceptional Verisium×10Uhtred's Crest of the Chalice×1
  • (600-800) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (600-800) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(200-300) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(200-300) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • 100 % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    100 % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • (30-60) Life Regeneration per second(30-60) Life Regeneration per second
  • Can't use Body ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Can't use Body ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • You can wield Two-HandedTwo-Handed

    Two-handed weapons take up both weapon slots when equipped.
    AxesAxes

    Axes are Melee weapons that can be One-Handed or Two-Handed . Axes require Strength and Dexterity to equip. Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding .
    , MacesMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    and SwordsSwords

    Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip. Sword Attacks are commonly related to elemental damage.
    in one hand
    You can wield Two-HandedTwo-Handed

    Two-handed weapons take up both weapon slots when equipped.
    AxesAxes

    Axes are Melee weapons that can be One-Handed or Two-Handed . Axes require Strength and Dexterity to equip. Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding .
    , MacesMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    and SwordsSwords

    Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip. Sword Attacks are commonly related to elemental damage.
    in one hand
  • This item gains bonuses from Socketed Items as though it was a Body ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    This item gains bonuses from Socketed Items as though it was a Body ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • Has 4 Augment Sockets (Hidden)Has 4 Augment Sockets (Hidden)

Glimpse of Chaos Lv. 52+

Glimpse of Chaos

Base stats

Base
Tribal MaskTribal Mask
DexDexterity
27
IntIntelligence
27
EvasionEvasion Rating
8787
ESEnergy Shield
3030
Version Lvl EV ES RW Recipe
Base 52 8730-
Runeforged 52 873044 Verisium×90
Runemastered 52 1053347 Verisium×590Vorana's Crest of the Scythe×1
  • Can be modified while CorruptedCan be modified while Corrupted
  • +(50-150) to max Life+(50-150) to maximum Life
  • +(50-150) to max Mana+(50-150) to maximum Mana
  • (-30-30) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-30-30) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (-30-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-30-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (-30-30) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-30-30) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    is zero
    Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    is zero

Heatshiver Lv. 52+

Heatshiver

Base stats

Base
Velvet CapVelvet Cap
DexDexterity
74
EvasionEvasion Rating
386386
Version Lvl EV RW Recipe
Base 52 386-
Runemastered 65 35770 Verisium×3860Uhtred's Crest of the Chalice×1
  • (50-70) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (50-70) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • +(20-30) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(20-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    1 % of ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage per 1% ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    on enemy
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    1 % of ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage per 1% ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    on enemy

Myris Uxor Lv. 56+

Myris Uxor

Base stats

Base
Covert HoodCovert Hood
DexDexterity
79
EvasionEvasion Rating
398398
Corrupted
Version Lvl EV RW Recipe
Base 56 398-
Runemastered 56 200124 Verisium×600Vorana's Crest of the Scythe×1
  • (40-60) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (40-60) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(100-150) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(100-150) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • 100 % inc. Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.
    Threshold
    100 % increased Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.
    Threshold

Keeper of the Arc Lv. 62+

Keeper of the Arc

Base stats

Base
Spiritbone CrownSpiritbone Crown
StrStrength
36
IntIntelligence
36
Armour
458458
ESEnergy Shield
132132
Version Lvl AR ES RW Recipe Version details
Base 62 458132-
Runemastered 65 41532113 Exceptional Verisium×25Olroth's Crest of the Sun×1
Runemastered details
  • Has 3 Sockets
Runemastered 65 41532113 Exceptional Verisium×25Olroth's Crest of the Sun×1
Runemastered details
  • +250 Intelligence Requirement
  • 100 % reduced Duration of Curses on you
Runemastered 65 41532113 Exceptional Verisium×25Olroth's Crest of the Sun×1
Runemastered details
  • Every 5 seconds, gain a Verisium Infusion
Runeforged 62 4583752 Verisium×160
  • (240-340) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (240-340) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (15-25) Life Regeneration per second(15-25) Life Regeneration per second
  • (15-25) % inc. Mana Regeneration Rate(15-25) % increased Mana Regeneration Rate
  • Alternating every 5 seconds: | Take 40 % less Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    | Take 40 % less Dmg over time
    Alternating every 5 seconds: | Take 40 % less Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    | Take 40 % less Damage over time

Decree of Acuity Lv. 65+

Decree of Acuity

Base stats

Base
Ancient VisorAncient Visor
StrStrength
59
DexDexterity
59
Armour
537537
EvasionEvasion Rating
489489
Version Lvl AR EV Recipe
Base 65 537489
Ancient Visor 65 537163 Unavailable
  • (150-250) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (150-250) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(25-35) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(25-35) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (15-30) % of EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating as extra ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (15-30) % of EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating as extra ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • You are BlindBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    You are BlindBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
  • The Effect of BlindBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    on you is reversed
    The Effect of BlindBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    on you is reversed

Alpha's Howl Lv. 65+

Alpha's Howl

Base stats

Base
Armoured CapArmoured Cap
DexDexterity
91
EvasionEvasion Rating
545545
Version Lvl EV RW Recipe
Base 65 545-
Runemastered 65 328113 Verisium×3710Uhtred's Crest of the Chalice×1
  • (80-100) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (80-100) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +100 to 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 Skills that are active in specific Weapon Sets .
    +100 to 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 Skills that are active in specific Weapon Sets .
  • +(50-75) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(50-75) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Radius is doubled
    PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Radius is doubled

Mind of the Council Lv. 65+

Mind of the Council

Base stats

Base
Death MaskDeath Mask
DexDexterity
50
IntIntelligence
50
EvasionEvasion Rating
479479
ESEnergy Shield
147147
Version Lvl EV ES RW Recipe
Base 65 479147-
Runemastered 65 3824070 Verisium×3370Exceptional Verisium×3Uhtred's Crest of the Chalice×1
  • (150-200) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (150-200) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(60-90) to max Mana+(60-90) to maximum Mana
  • +(20-30) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    cost an additional 6 % of your max Mana
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    cost an additional 6 % of your maximum Mana
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    have Added max LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg equal to (6-9) % of max Mana
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    have Added maximum LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage equal to (6-9) % of maximum Mana

Solus Ipse Lv. 65+

Solus Ipse

Base stats

Base
Grand VisageGrand Visage
StrStrength
36
DexDexterity
36
IntIntelligence
36
Armour
305305
EvasionEvasion Rating
279279
ESEnergy Shield
8484
Version Lvl AR EV ES RW Recipe
Base 65 30527984-
Runemastered 65 197712299 Verisium×310Vorana's Crest of the Scythe×1
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • 25 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    25 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Equipment and Skill Gems have 25 % inc. AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req.
    Equipment and Skill Gems have 25 % increased AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements
  • You can Socket 2 additional copies of each Lineage Support GemSupport Gem

    Fallback hint: no keyword description was found for this term.
    , in different Skills
    You can Socket 2 additional copies of each Lineage Support GemSupport Gem

    Fallback hint: no keyword description was found for this term.
    , in different Skills

Indigon Lv. 65+

Indigon

Base stats

Base
Magus TiaraMagus Tiara
IntIntelligence
91
ESEnergy Shield
185185
Version Lvl ES RW Recipe
Base 65 185-
Runemastered 65 13970 Verisium×1180Exceptional Verisium×1Uhtred's Crest of the Chalice×1
  • (100-140) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-140) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(80-120) to max Mana+(80-120) to maximum Mana
  • (5-10) % inc. Cost of Skills for each 200 total Mana Spent RecentlyRecently

    Recently refers to the past 4 seconds.
    (5-10) % increased Cost of Skills for each 200 total Mana Spent RecentlyRecently

    Recently refers to the past 4 seconds.
  • (10-15) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    damage for each 200 total Mana you have Spent RecentlyRecently

    Recently refers to the past 4 seconds.
    (10-15) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    damage for each 200 total Mana you have Spent RecentlyRecently

    Recently refers to the past 4 seconds.
  • Mana Recovery other than Regeneration cannot Recover ManaMana Recovery other than Regeneration cannot Recover Mana

Vestige of Darkness Lv. 65+

Vestige of Darkness

Base stats

Base
Tenebrous CrownTenebrous Crown
StrStrength
59
IntIntelligence
59
Armour
489489
ESEnergy Shield
137137
Version Lvl AR ES RW Recipe
Base 65 489137-
Runemastered 65 3904056 Verisium×300Medved's Crest of the Circle×1
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    and IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    and IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • PhysicalPhysical

    10% increased Physical Damage
    damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    and Freeze BuildupFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    PhysicalPhysical

    10% increased Physical Damage
    damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    and Freeze BuildupFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are BlindedBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are BlindedBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
  • The Bodach haunts your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    The Bodach haunts your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
  • the wendigo manifestation delay randomisation ms [500]the wendigo manifestation delay randomisation ms [500]
  • the wendigo manifests +% faster per enemy power in your presence [5]the wendigo manifests +% faster per enemy power in your presence [5]

The Hollow Mask Lv. 84+

The Hollow Mask

Base stats

Base
Hewn MaskHewn Mask
EvasionEvasion Rating
1818
ESEnergy Shield
1212
Version Lvl EV ES RW Recipe
Base 84 1812-
Runeforged 84 201326 Verisium×20
Runemastered 84 301054 Verisium×330Vorana's Crest of the Scythe×1
  • Grants Skill: Level 2 Wildwood's GiftsGrants Skill: Level 2 Wildwood's Gifts
  • Grants Skill: Level 19 Wildwood's GiftsGrants Skill: Level 19 Wildwood's Gifts
  • +(60-80) to max Life+(60-80) to maximum Life
  • 15% additional PhysicalPhysical

    10% increased Physical Damage
    Dmg Reduction
    15% additional PhysicalPhysical

    10% increased Physical Damage
    Damage Reduction
  • -10% to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    -10% to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +13% to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +13% to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • RemnantsRemnants

    Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.
    you create affect AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    as well as you when collected
    RemnantsRemnants

    Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.
    you create affect AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    as well as you when collected
  • (80-100)% inc. ReservationReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of RemnantRemnants

    Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.
    Skills
    (80-100)% increased ReservationReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of RemnantRemnants

    Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.
    Skills
Wildwood's Gifts

Buff · Level 2

  • Buff
  • Persistent
  • Remnant

Req: Level 90+

You are chosen by Azmerian spirits who provide guidance, allowing you to see nearby Ancient Blooms .You are chosen by Azmerian spirits who provide guidance, allowing you to see nearby Ancient Blooms .

  • Level: 19 - 20Level: 19 - 20
  • Ancient Blooms fade after 25 seconds if not picked upAncient Blooms fade after 25 seconds if not picked up
  • Ancient Blooms within 5m of you are revealedAncient Blooms within 5m of you are revealed
  • An Ancient Bloom manifests within 8.5m of you every (1.21 - 1.4) secondsAn Ancient Bloom manifests within 8.5m of you every (1.21 - 1.4) seconds
  • Ancient Blooms have (95 - 100) % inc. effectAncient Blooms have (95 - 100) % increased effect
  • q20: Ancient Blooms have (0 - 15) % inc. effectAncient Blooms have (0 - 15) % increased effect
Wildwood's Gifts

Buff · Level 19

  • Buff
  • Persistent
  • Remnant

Req: Level 90+

You are chosen by Azmerian spirits who provide guidance, allowing you to see nearby Ancient Blooms .You are chosen by Azmerian spirits who provide guidance, allowing you to see nearby Ancient Blooms .

  • Level: 19 - 20Level: 19 - 20
  • Ancient Blooms fade after 25 seconds if not picked upAncient Blooms fade after 25 seconds if not picked up
  • Ancient Blooms within 5m of you are revealedAncient Blooms within 5m of you are revealed
  • An Ancient Bloom manifests within 8.5m of you every (1.21 - 1.4) secondsAn Ancient Bloom manifests within 8.5m of you every (1.21 - 1.4) seconds
  • Ancient Blooms have (95 - 100) % inc. effectAncient Blooms have (95 - 100) % increased effect
  • q20: Ancient Blooms have (0 - 15) % inc. effectAncient Blooms have (0 - 15) % increased effect

Alkem Eira Lv. 1+

Alkem Eira

Base stats

Base
Blazon Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Blazon Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Block chance
29%29%
Armour
1414
ESEnergy Shield
99
Ezomyte
Version Lvl Block % AR ES Base Movement Speed RW Recipe
Base 1 29%149--
Runeforged - 25%146-0.01512 Verisium×20
Runemastered 40 25%6113-0.01547 Verisium×380Vorana's Crest of the Scythe×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (15-20) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (15-20) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • (30-50) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (30-50) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(50-70) to max Mana+(50-70) to maximum Mana
  • Dmg BlockedBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    is RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
    Damage BlockedBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    is RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Arvil's Wheel Lv. 1+

Arvil's Wheel

Base stats

Base
Hardwood TargeHardwood Targe
Block chance
25%25%
Armour
1616
EvasionEvasion Rating
1111
Version Lvl Block % AR EV Base Movement Speed RW Recipe
Base 1 25%1611--
Runeforged - 25%167-0.01512 Verisium×20
Runemastered 38 25%7239-0.01518 Verisium×220Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (60-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (60-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    1 % of max Life on Kill
    LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    1 % of maximum Life on Kill
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    1 % of max Mana on Kill
    LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    1 % of maximum Mana on Kill
  • (30-50) % inc. Skill Effect Dur.(30-50) % increased Skill Effect Duration
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Dionadair Lv. 1+

Dionadair

Base stats

Base
Splintered Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Splintered Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Block chance
26%26%
Armour
3030
Ezomyte
Version Lvl Block % AR Base Movement Speed RW Recipe
Base 1 26%30--
Runeforged - 26%30-0.0312 Verisium×15
Runemastered 38 26%164-0.0323 Verisium×220Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (60-80) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (60-80) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (3-5) Life Regeneration per second(3-5) Life Regeneration per second
  • 20 % reduced Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    20 % reduced Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • Double Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    while Shield is Raised
    Double Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    while Shield is Raised
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Wulfsbane Lv. 6+

Wulfsbane

Base stats

Base
Painted Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Painted Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
11
Block chance
26%26%
Armour
3333
Ezomyte
Version Lvl Block % AR Base Movement Speed RW Recipe
Base 6 26%33--
Runeforged 6 26%33-0.0315 Verisium×25
Runemastered 38 26%63-0.0357 Verisium×230Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(60-80) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(60-80) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • IntimidateIntimidated

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
    Enemies on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    for 8 seconds
    IntimidateIntimidated

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
    Enemies on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    for 8 seconds
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Oaksworn Lv. 7+

Oaksworn

Base stats

Base
Sigil Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Sigil Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
8
IntIntelligence
8
Block chance
31%31%
Armour
3838
ESEnergy Shield
1717
Ezomyte
Version Lvl Block % AR ES Base Movement Speed RW Recipe
Base 7 31%3817--
Runeforged 7 25%389-0.01516 Verisium×25
Runemastered 40 25%12519-0.01512 Verisium×230Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (20-30) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (20-30) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • (80-120) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (80-120) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 50 % inc. Life Regeneration rate50 % increased Life Regeneration rate
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Doomgate Lv. 12+

Doomgate

Base stats

Base
Braced Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Braced Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
19
Block chance
48%48%
Armour
119119
Version Lvl Block % AR Base Movement Speed RW Recipe
Base 12 48%119--
Runeforged 12 26%119-0.0318 Verisium×30
Runemastered 38 26%209-0.0334 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (80-100) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (80-100) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(13-17) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(13-17) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • You take (25-40) % of damage from BlockedBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    You take (25-40) % of damage from BlockedBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Enemies are CulledCulling Strike

    Culling Strikes 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 Hit is applied.
    on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Enemies are CulledCulling Strike

    Culling Strikes 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 Hit is applied.
    on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Window to Paradise Lv. 16+

Window to Paradise

Base stats

Base
Barricade Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Barricade Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
25
Block chance
26%26%
Armour
107107
Version Lvl Block % AR Base Movement Speed RW Recipe
Base 16 26%107--
Runeforged 16 26%107-0.0322 Verisium×40
Runemastered 38 26%162-0.0328 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (60-120) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (60-120) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • +(10-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Inflict ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative. Higher Rarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    to Enemies 3 m in front of you | for 4 seconds, every 0.25 seconds while raised
    Inflict ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ExposureExposure

    Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative. Higher Rarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monsters
    to Enemies 3 metres in front of you | for 4 seconds, every 0.25 seconds while raised
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Saffell's Frame Lv. 16+

Saffell's Frame

Base stats

Base
Emblem Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Emblem Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
15
IntIntelligence
15
Armour
3434
ESEnergy Shield
1212
Version Lvl AR ES Block % Base Movement Speed RW Recipe
Base 16 3412---
Runeforged 16 341225%-0.01522 Verisium×40
Runemastered 38 481425%-0.01534 Verisium×420Vorana's Crest of the Scythe×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • +(15-25) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(15-25) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(15-25) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Cannot BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Cannot BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
  • Modifiers to Maximum BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Chance instead apply to Maximum ResistancesMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    Modifiers to Maximum BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Chance instead apply to Maximum ResistancesMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Feathered Fortress Lv. 26+

Feathered Fortress

Base stats

Base
Crescent TargeCrescent Targe
StrStrength
22
DexDexterity
22
Block chance
25%25%
Armour
5050
EvasionEvasion Rating
4444
Version Lvl Block % AR EV Base Movement Speed RW Recipe
Base 26 25%5044--
Runeforged 26 25%5044-0.01530 Verisium×60
Runemastered 38 25%4137-0.01523 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(20-30) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(20-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • No Move.Spd Penalty while ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    is Raised
    No Movement Speed Penalty while ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    is Raised
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Crest of Ardura Lv. 28+

Crest of Ardura

Base stats

Base
Jingling Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Jingling Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
23
IntIntelligence
23
Block chance
25%25%
Armour
106106
ESEnergy Shield
3434
Version Lvl Block % AR ES Base Movement Speed RW Recipe
Base 28 25%10634--
Runeforged 28 25%10617-0.01531 Verisium×70
Runemastered 38 25%8212-0.01545 Verisium×250Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (60-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • (30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
  • (30-50) % inc. CDRRCooldown Recovery Rate

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    (30-50) % increased Cooldown Recovery RateCooldown Recovery Rate

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Lycosidae Lv. 28+

Lycosidae

Base stats

Base
Rampart Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Rampart Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
42
Block chance
29%29%
Armour
166166
Version Lvl Block % AR Base Movement Speed RW Recipe
Base 28 29%166--
Runeforged 28 26%166-0.0327 Verisium×70
Runemastered 40 26%170-0.0329 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (10-15) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (10-15) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • (60-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (60-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating is Doubled
    AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating is Doubled
  • BlockingBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Dmg PoisonsPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    the Enemy as though dealing 200 Base ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    BlockingBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Damage PoisonsPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    the Enemy as though dealing 200 Base ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Redblade Banner Lv. 33+

Redblade Banner

Base stats

Base
Heraldric Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Heraldric Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
48
Block chance
29%29%
Armour
194194
Version Lvl Block % AR Base Movement Speed RW Recipe
Base 33 29%194--
Runeforged 33 26%194-0.0330 Verisium×95
Runemastered 50 26%168-0.0342 Verisium×800Vorana's Crest of the Scythe×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (10-15) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (10-15) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • (60-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (60-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(100-150) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(100-150) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    count as having double PowerPower

    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    count as having double PowerPower

    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Rise of the Phoenix Lv. 36+

Rise of the Phoenix

Base stats

Base
Omen Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Omen Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
30
IntIntelligence
30
Block chance
25%25%
Armour
6666
ESEnergy Shield
2020
Version Lvl Block % AR ES Base Movement Speed RW Recipe
Base 36 25%6620--
Runeforged 36 25%6620-0.01534 Verisium×105
Runemastered 48 25%4212-0.01582 Verisium×220Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • +5 % to Maximum Fire ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +5 % to Maximum Fire ResistanceMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
  • +(20-25) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-25) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +25 % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    while on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    +25 % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    while on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
  • Regenerate 3 % of max Life per secondRegenerate 3 % of maximum Life per second
  • Regenerate 3 % of max Life per second while on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    Regenerate 3 % of maximum Life per second while on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Mahuxotl's Machination Lv. 48+

Mahuxotl's Machination

Base stats

Base
Omen Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Omen Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
30
IntIntelligence
30
Block chance
25%25%
Armour
320320
ESEnergy Shield
9797
Version Lvl Block % AR ES Base Movement Speed RW Recipe
Base 48 25%32097--
Runeforged 48 25%32020-0.01534 Verisium×105
Runemastered 48 25%20412-0.01582 Unavailable
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (66-333) % inc. effect of Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    (66-333) % increased effect of Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
  • (333-666) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (333-666) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • Everlasting SacrificeEverlasting Sacrifice

    When you reach full Energy Shield , Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds
    Everlasting SacrificeEverlasting Sacrifice

    When you reach full Energy Shield , Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Svalinn Lv. 60+

Svalinn

Base stats

Base
Crucible Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Crucible Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
64
Block chance
26%26%
Armour
489489
Runic Ward
6161
Version Lvl Block % AR RW Base Movement Speed EV Recipe Version details
Base 60 26%48961--
Runemastered 65 26%-250-0.03- Exceptional Verisium×25Olroth's Crest of the Sun×1
Runemastered 65 26%337100-0.03- Exceptional Verisium×25Olroth's Crest of the Sun×1
Runemastered details
  • Recover (15 — 25) Runic Ward when you Block
Runemastered 65 26%-35-0.03148 Exceptional Verisium×25Olroth's Crest of the Sun×1
Runemastered details
  • Grants Skill: Parry
Runemastered 65 26%54635-0.03- Exceptional Verisium×25Olroth's Crest of the Sun×1
Runemastered details
  • (15 — 25) % of Damage is taken from Mana before Life
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • Grants Skill: Level 14 Cast on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Grants Skill: Level 14 Cast on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
  • +(50-100) to max WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    +(50-100) to maximum Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
  • (200-300) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • Chance to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    DmgHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    is LuckyLucky

    Lucky things are rolled twice and the better result used.
    Chance to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    DamageHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    is LuckyLucky

    Lucky things are rolled twice and the better result used.
  • You take (0-20) % of damage from BlockedBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    You take (0-20) % of damage from BlockedBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Cast on Block

Buff · Level 14

  • Buff
  • Persistent
  • Trigger
  • Meta

Req: Level 90+

While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
when you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
and triggers socketed Spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
.
While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
when you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
and triggers socketed Spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
.

  • Level: 14 - 20Level: 14 - 20

Cast on Block

  • GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    25 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    when you BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    25 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    when you BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
  • (0 - 57) % inc. EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    gained
    (0 - 57) % increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    gained
  • Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    on reaching max EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
  • q20: GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (0 - 0.05) EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    when you BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (0 - 0.05) EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    when you BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.

Support

  • Supported Skills Cost nothingSupported Skills Cost nothing
  • Has 10 max EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    per 0.1 seconds of base cast time of Socketed Spells
    Has 10 maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    per 0.1 seconds of base cast time of Socketed Spells

Eyes of the Runefather Lv. 62+

Eyes of the Runefather

Base stats

Base
Venerable DefenderVenerable Defender
StrStrength
64
DexDexterity
64
Block chance
28%28%
Armour
567567
EvasionEvasion Rating
514514
Version Lvl Block % AR EV Base Movement Speed RW ES Recipe Version details
Base 62 28%567514---
Runemastered 65 26%753--0.0342- Verisium×1800Exceptional Verisium×1Uhtred's Crest of the Chalice×1
Runemastered 65 25%---4245 Verisium×1800Exceptional Verisium×1Uhtred's Crest of the Chalice×1
Runemastered 65 20%-148-42- Verisium×1800Exceptional Verisium×1Uhtred's Crest of the Chalice×1
Runemastered details
  • Grants Skill: Parry
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (300-400) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (300-400) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(40-50) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(40-50) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Off-hand HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    inflict RFa's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the Power of affected targets by 5.
    Off-hand HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    inflict Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the Power of affected targets by 5.
  • Inflicts RFa's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the Power of affected targets by 5.
    on enemies 6 m in front of you when raised, no more than once every 2 seconds
    Inflicts Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the Power of affected targets by 5.
    on enemies 6 metres in front of you when raised, no more than once every 2 seconds
  • Gain 1 RFa's BoastRunefather's Boast

    You can have up to 10,000 Runefather's Boast Buffs . Each Runefather's Boast grants +1 to Armour , +1 to Evasion Rating , and +1 to Stun Threshold . Runefather's Boast does not have a duration, but is lost when you die or change area.
    per PowerPower

    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
    of targets affected by RFa's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the Power of affected targets by 5.
    you kill
    Gain 1 Runefather's BoastRunefather's Boast

    You can have up to 10,000 Runefather's Boast Buffs . Each Runefather's Boast grants +1 to Armour , +1 to Evasion Rating , and +1 to Stun Threshold . Runefather's Boast does not have a duration, but is lost when you die or change area.
    per PowerPower

    Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.
    of targets affected by Runefather's ChallengeRunefather's Challenge

    Runefather's Challenge is a Debuff which raises the Power of affected targets by 5.
    you kill
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Chernobog's Pillar Lv. 65+

Chernobog's Pillar

Base stats

Base
Blacksteel Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Blacksteel Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
91
Block chance
26%26%
Armour
414414
Ezomyte
Version Lvl Block % AR Base Movement Speed RW Recipe
Base 65 26%414--
Runemastered 65 26%208-0.0388 Verisium×5000Uhtred's Crest of the Chalice×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(30-40) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(30-40) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(23-29) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(23-29) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(150-200) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(150-200) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical 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 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage per 1 % Chance to BlockBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical 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 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage per 1 % Chance to BlockBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Prism Guardian Lv. 65+

Prism Guardian

Base stats

Base
Intricate Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Intricate Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
50
IntIntelligence
50
Block chance
25%25%
Armour
289289
ESEnergy Shield
8080
Version Lvl Block % AR ES Base Movement Speed RW Recipe
Base 65 25%28980--
Runeforged 65 25%26128-0.01544 Verisium×335
Runemastered 65 25%20122-0.01562 Verisium×3500Uhtred's Crest of the Chalice×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +50 to 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 Skills that are active in specific Weapon Sets .
    +50 to 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 Skills that are active in specific Weapon Sets .
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 1 % inc. 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 Skills that are active in specific Weapon Sets .
    ReservationReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of BuffBuff

    Buffs are effects that boost a player or monster's stats for a duration or while a condition is met. Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
    Skills per 100 Maximum Life
    1 % increased 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 Skills that are active in specific Weapon Sets .
    ReservationReservation

    Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of BuffBuff

    Buffs are effects that boost a player or monster's stats for a duration or while a condition is met. Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
    Skills per 100 Maximum Life
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Nightfall Lv. 70+

Nightfall

Base stats

Base
Glacial FortressGlacial Fortress
StrStrength
249
Block chance
30%30%
Armour
10501050
Version Lvl Block % AR Base Movement Speed RW Recipe
Base 70 30%1050--
Runemastered 70 26%956-0.0353 Verisium×5500Exceptional Verisium×2Uhtred's Crest of the Chalice×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • Grants Skill: Level 16 Soaring MidnightGrants Skill: Level 16 Soaring Midnight
  • +150 StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    req.
    +150 StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    Requirement
  • (10-20) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (10-20) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • (350-450) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (350-450) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(30-40) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(30-40) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (10-20) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage taken as ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage
    (10-20) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage taken as ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage
  • (10-20) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage taken as ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage
    (10-20) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage taken as ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Soaring Midnight

Attack · Level 16

  • Attack
  • AoE
  • Melee
  • Slam
  • Projectile
  • Physical
  • Cold
  • Travel

Req: Level 90+

Hurl your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
as a ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
which Returns to you at the end of its flight. While the ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is in flight, this skill is replaced with Embrace the Fall. This skill's cooldown is skipped if you catch the ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
as it Returns , or destroy an Ice CrystalIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
with the Embrace the Fall.
Hurl your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
as a ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
which Returns to you at the end of its flight. While the ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is in flight, this skill is replaced with Embrace the Fall. This skill's cooldown is skipped if you catch the ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
as it Returns , or destroy an Ice CrystalIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
with the Embrace the Fall.

  • Level: 16 - 20Level: 16 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cooldown: 4.00 sCooldown Time: 4.00 s
  • Attack Time: 1.00 secAttack Time: 1.00 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 10.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 10.00%
  • Atk Dmg: (50 - 156)% of baseAttack Damage: (50 - 156)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 12 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 12 metres per Second

Soaring Midnight

  • (47 - 64) to (109 - 149) Base Off Hand PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (47 - 64) to (109 - 149) Base Off Hand PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
    Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
  • Modifiers to number of ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    instead apply to number of targets Pierced
    Modifiers to number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    instead apply to number of targets Pierced
  • (6 - 7) to (10 - 11) Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 15 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    (6 - 7) to (10 - 11) Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 15 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • PiercesPierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    3 targets
    PiercesPierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    3 targets
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Return to you
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Return to you
  • Returning ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    PiercePierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    all Targets
    Returning ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    PiercePierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    all Targets
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Fork
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Fork
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Split
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    cannot Split
  • q20: PiercesPierce

    ProjProjectile that Pierce can pass through a target while still damaging them.
    (0 - 2) targets
    PiercesPierce

    ProjectilesProjectile that Pierce can pass through a target while still damaging them.
    (0 - 2) targets

Embrace The Fall

Cost
0 Mana0 Mana
Attack Time
0.65 sec0.65 sec
Critical Hit Chance
15.00%15.00%
Attack Damage
(100 - 312)% of base(100 - 312)% of base
  • (124 - 171) to (186 - 256) Base Off Hand PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (124 - 171) to (186 - 256) Base Off Hand PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
    Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
  • (6 - 7) to (10 - 11) Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 15 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    (6 - 7) to (10 - 11) Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 15 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • +0.6 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time
    +0.6 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time
  • Impact radius is 3.7 mImpact radius is 3.7 metres
  • Hits destroy Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    Hits destroy Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.

The Surrender Lv. 75+

The Surrender

Base stats

Base
Vaal Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Vaal Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
107
Block chance
37%37%
Armour
666666
Version Lvl Block % AR Base Movement Speed RW Recipe
Base 75 37%666--
Runeforged 75 26%581-0.0335 Verisium×435
Runemastered 75 26%554-0.0370 Verisium×6500Uhtred's Crest of the Chalice×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (40-60) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (40-60) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(150-200) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(150-200) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • Recover 4 % of max Life when you BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Recover 4 % of maximum Life when you BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

The Everlasting Gaze Lv. 1+

The Everlasting Gaze

Base stats

Base
Azure AmuletAzure Amulet
  • (20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • (40-60) % inc. Mana Regeneration Rate(40-60) % increased Mana Regeneration Rate
  • GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    (4-6) % of max Mana as Extra max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    (4-6) % of maximum Mana as Extra maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Carnage Heart Lv. 8+

Carnage Heart

Base stats

Base
Amber AmuletAmber Amulet
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • 20 % reduced max Life20 % reduced maximum Life
  • +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (100-200) % inc. amount of Life LeechedLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (100-200) % increased amount of Life LeechedLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
  • (25-50) % inc. Dmg while LeechingLeeching

    Leech recovers an amount of Life , Mana , Energy Shield , or Rage over one second, usually as a result of Hitting an enemy and based on the damage of the Hit . Only one instance of Leech for each resource can provide recovery at a time.
    (25-50) % increased Damage while LeechingLeeching

    Leech recovers an amount of Life , Mana , Energy Shield , or Rage over one second, usually as a result of Hitting an enemy and based on the damage of the Hit . Only one instance of Leech for each resource can provide recovery at a time.

Revered Resin Lv. 8+

Revered Resin

Base stats

Base
Amber AmuletAmber Amulet
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(40-60) to max Life+(40-60) to maximum Life
  • (20-30) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
    (20-30) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
  • Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain (0.17-0.25) charges per Second
    Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain (0.17-0.25) charges per Second

Surefooted Sigil Lv. 8+

Surefooted Sigil

Base stats

Base
Jade AmuletJade Amulet
  • +(10-15) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(5-15) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(5-15) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +1 metre to Dodge Roll distance+1 metre to Dodge Roll distance
  • 50 % inc. EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    if you've Dodge Rolled RecentlyRecently

    Recently refers to the past 4 seconds.
    50 % increased Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    if you've Dodge Rolled RecentlyRecently

    Recently refers to the past 4 seconds.

Stone of Lazhwar Lv. 8+

Stone of Lazhwar

Base stats

Base
Lapis AmuletLapis Amulet
  • +(10-15) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-15) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(50-100) to max Mana+(50-100) to maximum Mana
  • (15-25) % inc. Cast Speed(15-25) % increased Cast Speed
  • +(15-25) % to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Chance while holding a FocusFocus

    Foci are armour items that are equipped in your off hand and require Intelligence to equip. Foci can grant significant amounts of Energy Shield and powerful bonuses to your Spells .
    +(15-25) % to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Chance while holding a FocusFocus

    Foci are armour items that are equipped in your off hand and require Intelligence to equip. Foci can grant significant amounts of Energy Shield and powerful bonuses to your Spells .

Rondel of Fragility Lv. 14+

Rondel of Fragility

Base stats

Base
Lunar AmuletLunar Amulet
  • +(20-30) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(20-30) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (15-30) % inc. 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, Warcry Speed, and similar stats.
    (15-30) % increased 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, Warcry Speed, and similar stats.
  • (20-30) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (20-30) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • -30 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    -30 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (30-50) % inc. Dmg(30-50) % increased Damage

The Anvil Lv. 18+

The Anvil

Base stats

Base
Bloodstone AmuletBloodstone Amulet
  • +(30-40) to max Life+(30-40) to maximum Life
  • 10 % reduced Move.Spd10 % reduced Movement Speed
  • 10 % reduced 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, Warcry Speed, and similar stats.
    10 % reduced 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, Warcry Speed, and similar stats.
  • (25-50) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (25-50) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • 25 % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    25 % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • +(5-10) % to max BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    +(5-10) % to maximum BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance

Yoke of Suffering Lv. 18+

Yoke of Suffering

Base stats

Base
Bloodstone AmuletBloodstone Amulet
  • +(30-40) to max Life+(30-40) to maximum Life
  • +(10-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (15-30) % inc. Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    (15-30) % increased Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
  • Enemies take (15-20) % inc. Dmg for each Elemental AilmentElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
    type among | your Ailments on them
    Enemies take (15-20) % increased Damage for each Elemental AilmentElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
    type among | your Ailments on them
  • (30-40) % reduced Dur. of IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    and ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    on Enemies
    (30-40) % reduced Duration of IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    and ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    on Enemies

Idol of Uldurn Lv. 24+

Idol of Uldurn

Base stats

Base
Crimson AmuletCrimson Amulet
  • (2-4) Life Regeneration per second(2-4) Life Regeneration per second
  • +(60-80) to max Life+(60-80) to maximum Life
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (20-40) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AoE
    (20-40) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Area of Effect
  • (10-15) % inc. 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 Skills that are active in specific Weapon Sets .
    (10-15) % increased 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 Skills that are active in specific Weapon Sets .
  • 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.
    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.

Astramentis Lv. 24+

Astramentis

Base stats

Base
Stellar AmuletStellar Amulet
  • +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • +(50-100) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(50-100) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • -4 PhysicalPhysical

    10% increased Physical Damage
    Dmg taken from AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Hits
    -4 PhysicalPhysical

    10% increased Physical Damage
    Damage taken from AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Hits

Fixation of Yix Lv. 24+

Fixation of Yix

Base stats

Base
Stellar AmuletStellar Amulet
  • +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • +100 to max Life+100 to maximum Life
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (30-50) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (30-50) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (30-50) % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (30-50) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (10-20) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (10-20) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (10-20) % inc. Cast Speed
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have (10-20) % increased Cast Speed
  • 50 % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AoE
    50 % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Area of Effect

Ungil's Harmony Lv. 25+

Ungil's Harmony

Base stats

Base
Azure AmuletAzure Amulet
  • (20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
  • +(30-50) to max Life+(30-50) to maximum Life
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • (100-200) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (100-200) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(60-100) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(60-100) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • You have no Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    You have no Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).

Beacon of Azis Lv. 30+

Beacon of Azis

Base stats

Base
Solar AmuletSolar Amulet
  • +(10-15) to 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 Skills that are active in specific Weapon Sets .
    +(10-15) to 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 Skills that are active in specific Weapon Sets .
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • +30 to 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 Skills that are active in specific Weapon Sets .
    +30 to 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 Skills that are active in specific Weapon Sets .
  • 30 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    30 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    ignore Enemy Monster Ele.ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    ignore Enemy Monster Elemental ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Immaculate Adherence Lv. 30+

Immaculate Adherence

Base stats

Base
Solar AmuletSolar Amulet
  • +(10-15) to 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 Skills that are active in specific Weapon Sets .
    +(10-15) to 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 Skills that are active in specific Weapon Sets .
  • 100 % of Dmg is taken from Mana before Life100 % of Damage is taken from Mana before Life
  • Cannot have ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Cannot have Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • ConvertConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    100% of max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    to max DivinityDivinity

    Divinity can be spent for skills, similar to Mana. Divinity inherently Regenerates at a rate of 25% per second.
    ConvertConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    100% of maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    to maximum DivinityDivinity

    Divinity can be spent for skills, similar to Mana. Divinity inherently Regenerates at a rate of 25% per second.
  • (0-100) % inc. max DivinityDivinity

    Divinity can be spent for skills, similar to Mana. Divinity inherently Regenerates at a rate of 25% per second.
    (0-100) % increased maximum DivinityDivinity

    Divinity can be spent for skills, similar to Mana. Divinity inherently Regenerates at a rate of 25% per second.
  • 20 % reduced max DivinityDivinity

    Divinity can be spent for skills, similar to Mana. Divinity inherently Regenerates at a rate of 25% per second.
    per CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Item EquippedEquipped

    Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    20 % reduced maximum DivinityDivinity

    Divinity can be spent for skills, similar to Mana. Divinity inherently Regenerates at a rate of 25% per second.
    per CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Item EquippedEquipped

    Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
  • Skills Cost DivinityDivinity

    Divinity can be spent for skills, similar to Mana. Divinity inherently Regenerates at a rate of 25% per second.
    instead of Mana or Life
    Skills Cost DivinityDivinity

    Divinity can be spent for skills, similar to Mana. Divinity inherently Regenerates at a rate of 25% per second.
    instead of Mana or Life

Eye of Chayula Lv. 35+

Eye of Chayula

Base stats

Base
Gold AmuletGold Amulet
  • (12-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (12-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • (20-30) % reduced max Life(20-30) % reduced maximum Life
  • +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • Cannot be Light StunnedLight Stunned

    Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
    Cannot be Light StunnedLight Stunned

    Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.

Serpent's Egg Lv. 35+

Serpent's Egg

Base stats

Base
Gold AmuletGold Amulet
  • (12-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (12-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
  • Gain an additional ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    when you gain a ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Gain an additional ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    when you gain a ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.

Ligurium Talisman Lv. 35+

Ligurium Talisman

Base stats

Base
Lapis AmuletLapis Amulet
  • +(10-15) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-15) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(30-40) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(30-40) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(25-35) to 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 Skills that are active in specific Weapon Sets .
    +(25-35) to 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 Skills that are active in specific Weapon Sets .
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • Life Regeneration is applied to ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    instead
    Life Regeneration is applied to Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    instead

Hinekora's Sight Lv. 44+

Hinekora's Sight

Base stats

Base
Stellar AmuletStellar Amulet
  • Grants Skill: Level 11 Future-PastGrants Skill: Level 11 Future-Past
  • +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • +(300-600) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(300-600) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(300-600) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +(300-600) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • Cannot be BlindedBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    Cannot be BlindedBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
Future-Past

Buff · Level 11

  • Buff
  • Persistent
  • Duration

Req: Level 90+

Hinekora observes your Future-Past granting you the opportunity to subvert a lesser fate. After a period of Hindsight, she will grant you her Foresight, which prevents you from avoiding Hits while Dodge Rolling. When you are HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
while Dodge Rolling, Hinekora restores you to full Life immediately before taking damage from the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
, and grants you Sight Beyond Sight, which prevents you from dying.
Hinekora observes your Future-Past granting you the opportunity to subvert a lesser fate. After a period of Hindsight, she will grant you her Foresight, which prevents you from avoiding Hits while Dodge Rolling. When you are HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
while Dodge Rolling, Hinekora restores you to full Life immediately before taking damage from the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
, and grants you Sight Beyond Sight, which prevents you from dying.

  • Level: 11 - 20Level: 11 - 20
  • Grants each of Hindsight, Foresight, and Sight Beyond Sight, in sequence Hindsight lasts for a 20 second durationGrants each of Hindsight, Foresight, and Sight Beyond Sight, in sequence Hindsight lasts for a 20 second duration
  • Foresight prevents Dodge Roll from Avoiding Hits and lasts until immediately before you are HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    while Dodge Rolling Sight Beyond Sight makes you unable to die and lasts for a (5 - 5.9) second duration Fully recover Life when you gain Sight Beyond Sight
    Foresight prevents Dodge Roll from Avoiding Hits and lasts until immediately before you are HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    while Dodge Rolling Sight Beyond Sight makes you unable to die and lasts for a (5 - 5.9) second duration Fully recover Life when you gain Sight Beyond Sight
  • q20: +(0 - 0.3) seconds to Beyond Sight duration+(0 - 0.3) seconds to Beyond Sight duration

Xoph's Blood Lv. 52+

Xoph's Blood

Base stats

Base
Amber AmuletAmber Amulet
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (10-20) % inc. max Life(10-20) % increased maximum Life
  • +(50-100) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(50-100) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have -25 % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have -25 % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

The Pandemonius Lv. 52+

The Pandemonius

Base stats

Base
Lapis AmuletLapis Amulet
  • +(10-15) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-15) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(50-100) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(50-100) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Dmg PenetratesPenetrates

    Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default. Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .
    75 % Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Damage PenetratesPenetrates

    Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default. Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .
    75 % Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • BlindBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    enemies on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    BlindBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    enemies on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.

Fireflower Lv. 52+

Fireflower

Base stats

Base
Solar AmuletSolar Amulet
  • +(10-15) to 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 Skills that are active in specific Weapon Sets .
    +(10-15) to 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 Skills that are active in specific Weapon Sets .
  • (10-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(1-4) to Level of all FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Skills
    +(1-4) to Level of all FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Skills
  • (30-40) % inc. Mana Regeneration Rate(30-40) % increased Mana Regeneration Rate
  • Take 100 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg when you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    an Enemy
    Take 100 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage when you IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    an Enemy

Strugglescream Lv. 52+

Strugglescream

Base stats

Base
Stellar AmuletStellar Amulet
  • +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • Can have 3 additional InstilledInstilled

    Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
    Modifiers
    Can have 3 additional InstilledInstilled

    Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
    Modifiers

Choir of the Storm Lv. 55+

Choir of the Storm

Base stats

Base
Jade AmuletJade Amulet
  • Grants Skill: Level 13 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.
    Bolt
    Grants Skill: Level 13 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.
    Bolt
  • +(10-15) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(50-100) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(50-100) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    IgnoreIgnore

    Ignoring Resistances means your damage cannot be modified in any way by the target's Resistance stats.
    Enemy Monster Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    IgnoreIgnore

    Ignoring Resistances means your damage cannot be modified in any way by the target's Resistance stats.
    Enemy Monster Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Lightning Bolt Skill on Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Lightning Bolt Skill on Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Lightning Bolt

Spell · Level 13

  • Spell
  • AoE
  • Lightning
  • Repeatable
  • Trigger

Req: Level 90+

Call down a Shocking bolt of 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.
to strike enemies in a small area.
Call down a Shocking bolt of 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.
to strike enemies in a small area.

  • Level: 13 - 20Level: 13 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.85 secCast Time: 0.85 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 10.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 10.00%
  • Deals (12 - 30) to (221 - 565) 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
    Deals (12 - 30) to (221 - 565) 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
  • 200 % more chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    200 % more chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • q20: (0 - 40) % more chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    (0 - 40) % more chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.

Eventide Petals Lv. 55+

Eventide Petals

Base stats

Base
Veridical ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
Veridical ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
VersionRecipe
Runemastered Veridical ChainExceptional Verisium×40Olroth's Crest of the Sun×1
  • Grants Skill: Level 13 Midnight ZenithGrants Skill: Level 13 Midnight Zenith
  • +(30-40) to max WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    +(30-40) to maximum Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
  • (30-50) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (30-50) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(25-35) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(25-35) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • (30-50) % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    (30-50) % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Ice CrystalsIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have (-3-3) % reduced max Life per 5% Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    you have
    Ice CrystalsIce Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have (-3-3) % reduced maximum Life per 5% Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    you have
Midnight Zenith

Buff · Level 13

  • Buff
  • Persistent
  • AoE
  • Cold
  • Duration

Req: Level 90+

While active, CriticalCritical

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 with other skills that kill targets, or hit powerful targets cause you to gain Arctic Petals. Once you have enough Arctic Petals they will be Consumed to create Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
near the most recent target.
While active, CriticalCritical

Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 with other skills that kill targets, or hit powerful targets cause you to gain Arctic Petals. Once you have enough Arctic Petals they will be Consumed to create Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
near the most recent target.

  • Level: 13 - 20Level: 13 - 20

Buff

  • This Skill cannot cause Meta Skills to generate EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    This Skill cannot cause Meta Skills to generate EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
  • You cannot gain Arctic Petals from this Skill's CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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
    You cannot gain Arctic Petals from this Skill's CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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
  • +1 Arctic Petal per Power of targets Killed with CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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
    +1 Arctic Petal per Power of targets Killed with CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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
  • +(3 - 4) Arctic Petals on Critically Hitting Rare or Unique targets+(3 - 4) Arctic Petals on Critically Hitting Rare or Unique targets
  • 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.
    10 Arctic Petals to create 5 Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    when able
    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.
    10 Arctic Petals to create 5 Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    when able
  • q20: midnight star max ice crystals [0,2]midnight star max ice crystals [0,2]

Crystal

  • Explosion radius is 2.2 mExplosion radius is 2.2 metres
  • Ice CrystalIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    duration is 10 seconds
    Ice CrystalIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    duration is 10 seconds
  • Limit 10 Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    Limit 10 Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
  • Deals (19 - 47) to (29 - 70) ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Dmg
    Deals (19 - 47) to (29 - 70) ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Damage
  • Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have (14 - 4768) max Life
    Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    have (14 - 4768) maximum Life

Defiance of Destiny Lv. 56+

Defiance of Destiny

Base stats

Base
Jade AmuletJade Amulet
  • +(10-15) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (6-10) % inc. max Life(6-10) % increased maximum Life
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (25-40) % inc. Mana Regeneration Rate(25-40) % increased Mana Regeneration Rate
  • Recover (20-30) % of Missing Life before being HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    by an Enemy
    Recover (20-30) % of Missing Life before being HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    by an Enemy

Igniferis Lv. 65+

Igniferis

Base stats

Base
Crimson AmuletCrimson Amulet
  • (2-4) Life Regeneration per second(2-4) Life Regeneration per second
  • +(10-20) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
  • 25 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    25 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Life Recovery from Regeneration is not appliedLife Recovery from Regeneration is not applied
  • Every 4 seconds, Recover 1 Life for every 0.2 Life Recovery per second from RegenerationEvery 4 seconds, Recover 1 Life for every 0.2 Life Recovery per second from Regeneration

Keelhaul Lv. 1+

Keelhaul

Base stats

Base
Linen BeltLinen Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. Mana Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    (20-30) % increased Mana Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • (-25-25) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
    (-25-25) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
  • (-25-25) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Mana Recovery rate
    (-25-25) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Mana Recovery rate
  • Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.25 charges per Second
    Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.25 charges per Second
  • Mana FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.25 charges per Second
    Mana FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.25 charges per Second

Meginord's Girdle Lv. 1+

Meginord's Girdle

Base stats

Base
Rawhide BeltRawhide Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    (20-30) % increased Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • +(40-50) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(40-50) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(10-15) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-15) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 50 % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges used
    50 % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges used
  • 100 % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained
    100 % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained

Midnight Braid Lv. 1+

Midnight Braid

Base stats

Base
Rawhide BeltRawhide Belt
Ezomyte
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    (20-30) % increased Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • +(5-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 50 % of Dmg taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
    50 % of Damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana

Birthright Buckle Lv. 14+

Birthright Buckle

Base stats

Base
Wide BeltWide Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained
    (20-30) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained
  • +(100-150) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(100-150) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (10-15) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges used
    (10-15) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges used
  • (20-30) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained
    (20-30) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained
  • Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    used while on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    apply Recovery Instantly
    Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    used while on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    apply Recovery Instantly
  • Mana FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    used while on Low ManaLow Mana

    You are on Low Mana if you have 35% of your Maximum Mana or less.
    apply Recovery Instantly
    Mana FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    used while on Low ManaLow Mana

    You are on Low Mana if you have 35% of your Maximum Mana or less.
    apply Recovery Instantly

Byrnabas Lv. 14+

Byrnabas

Base stats

Base
Wide BeltWide Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained
    (20-30) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • +(30-40) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(30-40) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (7-12) Life Regeneration per second(7-12) Life Regeneration per second
  • Cannot be ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Cannot be ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.

Soul Tether Lv. 20+

Soul Tether

Base stats

Base
Long BeltLong Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (15-20) % inc. CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Effect Dur.
    (15-20) % increased CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Effect Duration
  • +(40-60) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(40-60) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • You lose 5 % of max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per second
    You lose 5 % of maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per second
  • Excess Life Recovery from LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    is applied to ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Excess Life Recovery from LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    is applied to Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Umbilicus Immortalis Lv. 24+

Umbilicus Immortalis

Base stats

Base
Linen BeltLinen Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. Mana Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    (20-30) % increased Mana Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • (30-40) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Effect Dur.
    (30-40) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Effect Duration
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have (20-30) % inc. max Life
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have (20-30) % increased maximum Life
  • Your 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    also applies to your MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Your 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    also applies to your MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    cannot Die while affected by a 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    cannot Die while affected by a 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • (20-30) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained
    (20-30) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained

Goregirdle Lv. 24+

Goregirdle

Base stats

Base
Plate BeltPlate Belt
Ezomyte
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • +(140-180) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(140-180) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (10-20) Life Regeneration per second(10-20) Life Regeneration per second
  • Defend with 200% of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Defend with 200% of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • Maximum Phys.DmgPhysical

    10% increased Physical Damage
    Reduction is 50%
    Maximum Physical DamagePhysical

    10% increased Physical Damage
    Reduction is 50%

Ryslatha's Coil Lv. 31+

Ryslatha's Coil

Base stats

Base
Ornate BeltOrnate Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (10-15) % reduced CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Charges used
    (10-15) % reduced CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Charges used
  • +(80-100) to max Life+(80-100) to maximum Life
  • (30-50) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
    (30-50) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
  • (30-40) % more max PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Dmg
    (30-40) % more maximum PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Damage
  • (30-40) % less min PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Dmg
    (30-40) % less minimum PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Damage

Coward's Legacy Lv. 40+

Coward's Legacy

Base stats

Base
Mail BeltMail Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (10-15) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges used
    (10-15) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges used
  • (-20--10) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    (-20--10) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (30-40) % inc. Life and Mana Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    (30-40) % increased Life and Mana Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • You are considered on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    while at 75 % of max Life or below instead
    You are considered on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    while at 75 % of maximum Life or below instead

Bijouborne Lv. 44+

Bijouborne

Base stats

Base
Double BeltDouble Belt
  • Grants Skill: Level 11 Cast on CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Use
    Grants Skill: Level 11 Cast on CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Use
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Charges gained
    (20-30) % increased CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Charges gained
  • +(50-100) to max Mana+(50-100) to maximum Mana
  • (10-50) % reduced CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Effect Dur.
    (10-50) % reduced CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Effect Duration
  • +2 CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    +2 CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • +(15-25) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(15-25) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (20-30) % inc. CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Charges gained
    (20-30) % increased CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Charges gained
Cast on Charm Use

Buff · Level 11

  • Buff
  • Persistent
  • Trigger
  • Meta

Req: Level 90+

While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
when one of your Charms is used and triggers socketed Spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
.
While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
when one of your Charms is used and triggers socketed Spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
.

  • Level: 11 - 20Level: 11 - 20

Cast on Charm Use

  • When a Charm is used gains 2 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    per ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    used
    When a Charm is used gains 2 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    per ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    used
  • (0 - 57) % inc. EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    gained
    (0 - 57) % increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    gained
  • Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    on reaching max EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    Triggers all Socketed Spells and loses all EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    on reaching maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
  • q20: (0 - 15) % inc. EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    gained
    (0 - 15) % increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    gained

Support

  • Has 10 max EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    per 0.1 seconds of base cast time of Socketed Spells
    Has 10 maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    per 0.1 seconds of base cast time of Socketed Spells

Headhunter Lv. 50+

Headhunter

Base stats

Base
Heavy BeltHeavy Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    (20-30) % increased Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(20-40) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-40) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(20-40) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-40) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • When you kill a RareRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    monster, you gain its ModifiersModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    for 60 seconds
    When you kill a RareRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    monster, you gain its ModifiersModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    for 60 seconds

Waistgate Lv. 50+

Waistgate

Base stats

Base
Heavy BeltHeavy Belt
VersionRecipe
Runemastered Heavy BeltExceptional Verisium×25Olroth's Crest of the Sun×1
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    (20-30) % increased Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • +(50-80) to max Life+(50-80) to maximum Life
  • +(50-80) to max Mana+(50-80) to maximum Mana
  • (20-30) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
    (20-30) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
  • (20-30) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Mana Recovery rate
    (20-30) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Mana Recovery rate
  • Life and Mana FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    can be equipped in either slot
    Life and Mana FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    can be equipped in either slot

Cat O' Nine Tails Lv. 55+

Cat O' Nine Tails

Base stats

Base
Utility BeltUtility Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • 20 % of 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery applied Instantly
    20 % of 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery applied Instantly
  • +(120-200) to max Life+(120-200) to maximum Life
  • Regenerate 5 % of max Life per second if you have been Hit RecentlyRecently

    Recently refers to the past 4 seconds.
    Regenerate 5 % of maximum Life per second if you have been Hit RecentlyRecently

    Recently refers to the past 4 seconds.
  • (25-50) % inc. Life Recovery rate(25-50) % increased Life Recovery rate
  • Life Recovery other than FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    cannot Recover Life to above Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    Life Recovery other than FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    cannot Recover Life to above Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
  • Gain PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage equal to 8 % - 12 % of max Life
    Gain PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage equal to 8 % - 12 % of maximum Life

Ingenuity Lv. 55+

Ingenuity

Base stats

Base
Utility BeltUtility Belt
Corrupted
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • 20 % of 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery applied Instantly
    20 % of 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery applied Instantly
  • (-20-20) % reduced CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Charges gained
    (-20-20) % reduced CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Charges gained
  • (-10-10) % reduced CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Charges used
    (-10-10) % reduced CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Charges used
  • (20-30) % inc. bonuses gained from left Equipped Ring(20-30) % increased bonuses gained from left Equipped Ring
  • (20-30) % inc. bonuses gained from right Equipped Ring(20-30) % increased bonuses gained from right Equipped Ring

Mageblood Lv. 55+

Mageblood

Base stats

Base
Utility BeltUtility Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • 20 % of 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery applied Instantly
    20 % of 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery applied Instantly
  • All Mage's LegaciesMage's Legacies

    There are a number of possible Mage's Legacies, each granting a different bonus: • Legacy of Amethyst • Legacy of Basalt • Legacy of Bismuth • Legacy of Diamond • Legacy of Gold • Legacy of Granite • Legacy of Jade • Legacy of Quicksilver • Legacy of Ruby • Legacy of Sapphire • Legacy of Silver • Legacy of Stibnite • Legacy of Sulphur • Legacy of Topaz Only one instance of each Mage's Legacy can apply its bonus to you at a time.
    have (25-50) % inc. effect per duplicate Mage's LegacyMage's Legacies

    There are a number of possible Mage's Legacies, each granting a different bonus: • Legacy of Amethyst • Legacy of Basalt • Legacy of Bismuth • Legacy of Diamond • Legacy of Gold • Legacy of Granite • Legacy of Jade • Legacy of Quicksilver • Legacy of Ruby • Legacy of Sapphire • Legacy of Silver • Legacy of Stibnite • Legacy of Sulphur • Legacy of Topaz Only one instance of each Mage's Legacy can apply its bonus to you at a time.
    you have
    All Mage's LegaciesMage's Legacies

    There are a number of possible Mage's Legacies, each granting a different bonus: • Legacy of Amethyst • Legacy of Basalt • Legacy of Bismuth • Legacy of Diamond • Legacy of Gold • Legacy of Granite • Legacy of Jade • Legacy of Quicksilver • Legacy of Ruby • Legacy of Sapphire • Legacy of Silver • Legacy of Stibnite • Legacy of Sulphur • Legacy of Topaz Only one instance of each Mage's Legacy can apply its bonus to you at a time.
    have (25-50) % increased effect per duplicate Mage's LegacyMage's Legacies

    There are a number of possible Mage's Legacies, each granting a different bonus: • Legacy of Amethyst • Legacy of Basalt • Legacy of Bismuth • Legacy of Diamond • Legacy of Gold • Legacy of Granite • Legacy of Jade • Legacy of Quicksilver • Legacy of Ruby • Legacy of Sapphire • Legacy of Silver • Legacy of Stibnite • Legacy of Sulphur • Legacy of Topaz Only one instance of each Mage's Legacy can apply its bonus to you at a time.
    you have
  • Legacy of Mages LegacyMage's Legacies

    There are a number of possible Mage's Legacies, each granting a different bonus: • Legacy of Amethyst • Legacy of Basalt • Legacy of Bismuth • Legacy of Diamond • Legacy of Gold • Legacy of Granite • Legacy of Jade • Legacy of Quicksilver • Legacy of Ruby • Legacy of Sapphire • Legacy of Silver • Legacy of Stibnite • Legacy of Sulphur • Legacy of Topaz Only one instance of each Mage's Legacy can apply its bonus to you at a time.
    Legacy of Mages LegacyMage's Legacies

    There are a number of possible Mage's Legacies, each granting a different bonus: • Legacy of Amethyst • Legacy of Basalt • Legacy of Bismuth • Legacy of Diamond • Legacy of Gold • Legacy of Granite • Legacy of Jade • Legacy of Quicksilver • Legacy of Ruby • Legacy of Sapphire • Legacy of Silver • Legacy of Stibnite • Legacy of Sulphur • Legacy of Topaz Only one instance of each Mage's Legacy can apply its bonus to you at a time.

Zerphi's Genesis Lv. 56+

Zerphi's Genesis

Base stats

Base
Heavy BeltHeavy Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    (20-30) % increased Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • (25-50) % inc. CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    effect duration
    (25-50) % increased CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    effect duration
  • 50 % of Charges consumed by used CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    are granted to your Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    50 % of Charges consumed by used CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    are granted to your Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • 50 % of Charges consumed by used Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    are granted to your CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    50 % of Charges consumed by used Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    are granted to your CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
  • +(10-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have (15-25) % inc. Cost EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    during any 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Effect
    Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have (15-25) % increased Cost EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    during any 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Effect
  • Corrupted BloodCorrupted Blood

    Corrupted Blood is a Debuff that deals Physical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    cannot be inflicted on you
    Corrupted BloodCorrupted Blood

    Corrupted Blood is a Debuff that deals Physical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    cannot be inflicted on you

The Gnashing Sash Lv. 60+

The Gnashing Sash

Base stats

Base
Wide BeltWide Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained
    (20-30) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained
  • (15-35) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
    (15-35) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of max Life per second
    LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of maximum Life per second
  • Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    can OverflowOverflow

    Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
    Maximum Life
    Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    can OverflowOverflow

    Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
    Maximum Life

Darkness Enthroned Lv. 62+

Darkness Enthroned

Base stats

Base
Fine BeltFine Belt
Corrupted
  • Has (1-3) Charm SlotsHas (1-3) Charm Slots
  • FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.17 charges per Second
    FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.17 charges per Second
  • (50-100) % inc. effect of Socketed Augment Items(50-100) % increased effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was a Body 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.
    This item gains bonuses from Socketed Items as though it was a Body 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.
  • Has 2 Augment Sockets (Hidden)Has 2 Augment Sockets (Hidden)

Darkness Enthroned Lv. 62+

Darkness Enthroned

Base stats

Base
Fine BeltFine Belt
Corrupted
  • Has (1-3) Charm SlotsHas (1-3) Charm Slots
  • FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.17 charges per Second
    FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.17 charges per Second
  • (50-100) % inc. effect of Socketed Augment Items(50-100) % increased effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was a HelmetThis item gains bonuses from Socketed Items as though it was a Helmet
  • Has 2 Augment Sockets (Hidden)Has 2 Augment Sockets (Hidden)

Darkness Enthroned Lv. 62+

Darkness Enthroned

Base stats

Base
Fine BeltFine Belt
Corrupted
  • Has (1-3) Charm SlotsHas (1-3) Charm Slots
  • FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.17 charges per Second
    FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.17 charges per Second
  • (50-100) % inc. effect of Socketed Augment Items(50-100) % increased effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was GlovesThis item gains bonuses from Socketed Items as though it was Gloves
  • Has 2 Augment Sockets (Hidden)Has 2 Augment Sockets (Hidden)

Darkness Enthroned Lv. 62+

Darkness Enthroned

Base stats

Base
Fine BeltFine Belt
Corrupted
  • Has (1-3) Charm SlotsHas (1-3) Charm Slots
  • FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.17 charges per Second
    FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.17 charges per Second
  • (50-100) % inc. effect of Socketed Augment Items(50-100) % increased effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was BootsThis item gains bonuses from Socketed Items as though it was Boots
  • Has 2 Augment Sockets (Hidden)Has 2 Augment Sockets (Hidden)

Darkness Enthroned Lv. 62+

Darkness Enthroned

Base stats

Base
Fine BeltFine Belt
Corrupted
  • Has (1-3) Charm SlotsHas (1-3) Charm Slots
  • FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.17 charges per Second
    FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.17 charges per Second
  • (50-100) % inc. effect of Socketed Augment Items(50-100) % increased effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was a ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    This item gains bonuses from Socketed Items as though it was a ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • Has 2 Augment Sockets (Hidden)Has 2 Augment Sockets (Hidden)

Shavronne's Satchel Lv. 62+

Shavronne's Satchel

Base stats

Base
Fine BeltFine Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.17 charges per Second
    FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain 0.17 charges per Second
  • (20-30) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
    (20-30) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • (20-30) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained
    (20-30) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges gained
  • Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    also applies to ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    also applies to Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Ngamahu's Chosen Lv. 5+

Ngamahu's Chosen

Base stats

Base
Ruby CharmRuby Charm
Lasts {0} Seconds
44
Consumes {0} of {1} Charges on use
2020
Currently has {0} Charges
00
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 5 4200
  • Used when you take FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage from a HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Used when you take FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage from a HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (30-40) % inc. 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 Power. By default players can have up to 3 of each type of Charge at once.
    (30-40) % increased 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 Power. By default players can have up to 3 of each type of Charge at once.
  • Grants up to your max 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 Hit every 0.5 seconds can cause you to gain Rage.
    on use
    Grants up to your maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
    on use

Breath of the Mountains Lv. 5+

Breath of the Mountains

Base stats

Base
Sapphire CharmSapphire Charm
Lasts {0} Seconds
44
Consumes {0} of {1} Charges on use
1717
Currently has {0} Charges
00
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 5 4170
  • Used when you take ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage from a HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Used when you take ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage from a HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (10-15) % reduced ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    per use
    (10-15) % reduced ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    per use
  • Grants a Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on use
    Grants a Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on use

Valako's Roar Lv. 5+

Valako's Roar

Base stats

Base
Topaz CharmTopaz Charm
Lasts {0} Seconds
44
Consumes {0} of {1} Charges on use
2020
Currently has {0} Charges
00
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 5 4200
  • Used when you take LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from a HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Used when you take LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage from a HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (30-40) % inc. ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    gained
    (30-40) % increased ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    gained
  • Grants a Frenzy ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on use
    Grants a Frenzy ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on use

For Utopia Lv. 8+

For Utopia

Base stats

Base
Stone CharmStone Charm
Lasts {0} Seconds
33
Consumes {0} of {1} Charges on use
2020
Currently has {0} Charges
00
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 8 3200
  • Used when you become StunnedStun

    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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Used when you become StunnedStun

    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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
  • Defend with 200% of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    during effect
    Defend with 200% of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    during effect

The Fall of the Axe Lv. 10+

The Fall of the Axe

Base stats

Base
Silver CharmSilver Charm
Lasts {0} Seconds
33
Consumes {0} of {1} Charges on use
2020
Currently has {0} Charges
00
Ezomyte
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 10 3200
  • Used when you are affected by a SlowSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    Used when you are affected by a SlowSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
  • Grants OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    during effect
    Grants OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    during effect

Nascent Hope Lv. 12+

Nascent Hope

Base stats

Base
Thawing CharmThawing Charm
Lasts {0} Seconds
33
Consumes {0} of {1} Charges on use
4040
Currently has {0} Charges
00
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 12 3400
  • Used when you become FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    Used when you become FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
  • (20-25) % Chance to gain a ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    when you kill an enemy
    (20-25) % Chance to gain a ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    when you kill an enemy
  • ES RechargeEnergy Shield Recharge

    Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
    starts on use
    Energy Shield RechargeEnergy Shield Recharge

    Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
    starts on use

Sanguis Heroum Lv. 18+

Sanguis Heroum

Base stats

Base
Staunching CharmStaunching Charm
Lasts {0} Seconds
33
Consumes {0} of {1} Charges on use
3030
Currently has {0} Charges
00
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 18 3300
  • Used when you start BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    Used when you start BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
  • GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (0.15-0.2) 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 Power. By default players can have up to 3 of each type of Charge at once.
    per Second
    GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (0.15-0.2) 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 Power. By default players can have up to 3 of each type of Charge at once.
    per Second
  • Creates Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    on use
    Creates Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    on use
  • charm create consecrated ground when used duration ms [4000]charm create consecrated ground when used duration ms [4000]
  • charm create consecrated ground when used radius [14]charm create consecrated ground when used radius [14]

Arakaali's Gift Lv. 24+

Arakaali's Gift

Base stats

Base
Antidote CharmAntidote Charm
Lasts {0} Seconds
33
Consumes {0} of {1} Charges on use
2020
Currently has {0} Charges
00
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 24 3200
  • Used when you become PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Used when you become PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
  • Recover Life equal to (15-20) % of Mana Flask'sFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery Amount when used
    Recover Life equal to (15-20) % of Mana Flask'sFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery Amount when used
  • Recover Mana equal to (15-20) % of Life Flask'sFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery Amount when used
    Recover Mana equal to (15-20) % of Life Flask'sFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery Amount when used

Beira's Anguish Lv. 32+

Beira's Anguish

Base stats

Base
Dousing CharmDousing Charm
Lasts {0} Seconds
33
Consumes {0} of {1} Charges on use
3030
Currently has {0} Charges
00
Ezomyte
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 32 3300
  • Used when you become IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Used when you become IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • (20-25) % Chance to gain a ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    when you kill an enemy
    (20-25) % Chance to gain a ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    when you kill an enemy
  • Creates Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    for 4 seconds when used, IgnitingIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    enemies as though dealing FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage equal to 500 % of your max Life
    Creates Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    for 4 seconds when used, IgnitingIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    enemies as though dealing FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage equal to 500 % of your maximum Life

The Black Cat Lv. 32+

The Black Cat

Base stats

Base
Grounding CharmGrounding Charm
Lasts {0} Seconds
3.403.40
Consumes {0} of {1} Charges on use
3030
Currently has {0} Charges
00
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 32 3.40300
  • Used when you become ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Used when you become ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
  • (10-20) % inc. Dur.(10-20) % increased Duration
  • LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg of Enemies HittingHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    you is UnluckyUnlucky

    Unlucky things are rolled twice and the worse result used.
    during effect
    LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage of Enemies HittingHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    you is UnluckyUnlucky

    Unlucky things are rolled twice and the worse result used.
    during effect

Forsaken Bangle Lv. 40+

Forsaken Bangle

Base stats

Base
Amethyst CharmAmethyst Charm
Lasts {0} Seconds
4.904.90
Consumes {0} of {1} Charges on use
3030
Currently has {0} Charges
00
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 40 4.90300
  • Used when you take ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage from a HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Used when you take ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage from a HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (15-25) % inc. Dur.(15-25) % increased Duration
  • 50 % of ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage you prevent when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life and Mana during effect
    50 % of ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage you prevent when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life and Mana during effect

Rite of Passage Lv. 50+

Rite of Passage

Base stats

Base
Golden CharmGolden Charm
Lasts {0} Second
11
Consumes {0} of {1} Charges on use
8080
Currently has {0} Charges
00
Version Lvl Lasts {0} Second Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 50 1800
  • Used when you kill a RareRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    or UniqueRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    enemy
    Used when you kill a RareRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    or UniqueRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    enemy
  • PossessedPossessed

    A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent. Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
    by Spirit Of The Azmeri SpiritAzmeri Spirits

    Azmeri Spirits are the spirits of various Azmeri Animal Guardians. Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced , making them more powerful. Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent. Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
    for (10–20) seconds on use
    PossessedPossessed

    A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent. Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
    by Spirit Of The Azmeri SpiritAzmeri Spirits

    Azmeri Spirits are the spirits of various Azmeri Animal Guardians. Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced , making them more powerful. Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent. Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
    for (10–20) seconds on use

Controlled Metamorphosis Lv. 20+

Controlled Metamorphosis

Base stats

Base
DiamondDiamond
Limited to
11
Radius
VariableVariable
  • Only affects Passives in Medium-Large RingOnly affects Passives in Medium-Large Ring
  • Passives in Radius can be Allocated without being connected to your treePassives in Radius can be Allocated without being connected to your tree
  • (-20--5) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-20--5) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Flesh Crucible Lv. 20+

Flesh Crucible

Base stats

Base
DiamondDiamond
Limited to
11
Corrupted
  • Random 1 Keystone Passive Skill [1,33]Random 1 Keystone Passive Skill [1,33]
  • (20-10)% less random stat(20-10)% less random stat

From Nothing Lv. 20+

From Nothing

Base stats

Base
DiamondDiamond
Limited to
11
Radius
SmallSmall
Corrupted
  • Passives in Radius of Passive Skill can be Allocated | without being connected to your treePassives in Radius of Passive Skill can be Allocated | without being connected to your tree

Heart of the Well Lv. 20+

Heart of the Well

Base stats

Base
DiamondDiamond
Limited to
11
  • Custom Desecrated prefixCustom Desecrated prefix
  • Custom Desecrated suffixCustom Desecrated suffix

Megalomaniac Lv. 20+

Megalomaniac

Base stats

Base
DiamondDiamond
Limited to
11
Corrupted
  • Allocates Passive SkillAllocates Passive Skill

Prism of Belief Lv. 20+

Prism of Belief

Base stats

Base
DiamondDiamond
Limited to
11
Corrupted
  • + (1-3) to Level of all Specific Skill Skills+ (1-3) to Level of all Specific Skill Skills

The Adorned Lv. 20+

The Adorned

Base stats

Base
DiamondDiamond
Limited to
11
Corrupted
  • (0-150) % inc. Effect of JewelJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    Socket Passive Skills | containing CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    MagicRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    JewelsJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    (0-150) % increased Effect of JewelJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    Socket Passive Skills | containing CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    MagicRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    JewelsJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.

Grand Spectrum Lv. 20+

Grand Spectrum

Base stats

Base
EmeraldEmerald
Limited to
33
  • 2 % inc. Spirit per socketed Grand Spectrum2 % increased Spirit per socketed Grand Spectrum
  • number of stackable unique jewels [1]number of stackable unique jewels [1]

Grand Spectrum Lv. 20+

Grand Spectrum

Base stats

Base
RubyRuby
Limited to
33
  • 2 % inc. Maximum Life per socketed Grand Spectrum2 % increased Maximum Life per socketed Grand Spectrum
  • number of stackable unique jewels [1]number of stackable unique jewels [1]

Grand Spectrum Lv. 20+

Grand Spectrum

Base stats

Base
SapphireSapphire
Limited to
33
  • +6 % to all Elemental ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    per socketed Grand Spectrum
    +6 % to all Elemental ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    per socketed Grand Spectrum
  • number of stackable unique jewels [1]number of stackable unique jewels [1]

Split Personality Lv. 20+

Split Personality

Base stats

Base
RubyRuby
Limited to
11
Corrupted
  • Can Allocate Passive Skills from the Sorceress's starting pointCan Allocate Passive Skills from the Sorceress's starting point

Voices Lv. 20+

Voices

Base stats

Base
SapphireSapphire
Limited to
11
Corrupted
  • Allocates 2 Sinister Jewel socketsAllocates 2 Sinister Jewel sockets

Voices Lv. 20+

Voices

Base stats

Base
SapphireSapphire
Limited to
11
Corrupted
  • Allocates 3 Sinister Jewel socketsAllocates 3 Sinister Jewel sockets

Voices Lv. 20+

Voices

Base stats

Base
SapphireSapphire
Limited to
11
Corrupted
  • Allocates 4 Sinister Jewel socketsAllocates 4 Sinister Jewel sockets

Against the Darkness Lv. 20+

Against the Darkness

Base stats

Base
Time-Lost DiamondTime-Lost Diamond
Limited to
11
Radius
SmallSmall
  • local jewel effect base radius [1000]local jewel effect base radius [1000]
  • 2 Random Jewel Modifiers2 Random Jewel Modifiers

Heroic Tragedy Lv. 20+

Heroic Tragedy

Base stats

Base
Timeless JewelTimeless Jewel
Limited to
1 Historic1 Historic
Radius
Very LargeVery Large
  • Remembrancing (100-8000) songworthy deeds by the line of Vorana | Passives in radius are Conquered by the KalguurRemembrancing (100-8000) songworthy deeds by the line of Vorana | Passives in radius are Conquered by the Kalguur
  • HistoricHistoric

    You can only have one Historic Jewel socketed.
    HistoricHistoric

    You can only have one Historic Jewel socketed.
  • local unique jewel break timeless jewel calculators [0]local unique jewel break timeless jewel calculators [0]

Undying Hate Lv. 20+

Undying Hate

Base stats

Base
Timeless JewelTimeless Jewel
Limited to
1 Historic1 Historic
Radius
Very LargeVery Large
  • Glorifying the defilement of (79-30977) souls in tribute to Amanamu | Passives in radius are Conquered by the Abyssals | Desecration makes this item unstableDesecration makes this item unstable

    This item can be Desecrated using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is Desecrated .
    Glorifying the defilement of (79-30977) souls in tribute to Amanamu | Passives in radius are Conquered by the Abyssals | Desecration makes this item unstableDesecration makes this item unstable

    This item can be Desecrated using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is Desecrated .
  • HistoricHistoric

    You can only have one Historic Jewel socketed.
    HistoricHistoric

    You can only have one Historic Jewel socketed.
  • local unique jewel break timeless jewel calculators [0]local unique jewel break timeless jewel calculators [0]

Grip of Kulemak Lv. 1+

Grip of Kulemak

Base stats

Base
Abyssal SignetAbyssal Signet
  • Inflict Abyssal Wasting on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Inflict Abyssal Wasting on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (20-30) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AoE
    (20-30) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Area of Effect
  • (20-30) % reduced Light Radius(20-30) % reduced Light Radius

Grip of Kulemak Lv. 1+

Grip of Kulemak

Base stats

Base
Abyssal SignetAbyssal Signet
  • Inflict Abyssal Wasting on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Inflict Abyssal Wasting on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (20-30) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AoE
    (20-30) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Area of Effect
  • (20-30) % reduced Light Radius(20-30) % reduced Light Radius
  • Can gain 1 custom Desecrated ModifiersCan gain 1 custom Desecrated Modifiers

Grip of Kulemak Lv. 1+

Grip of Kulemak

Base stats

Base
Abyssal SignetAbyssal Signet
  • Inflict Abyssal Wasting on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Inflict Abyssal Wasting on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (20-30) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AoE
    (20-30) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Area of Effect
  • (20-30) % reduced Light Radius(20-30) % reduced Light Radius
  • Can gain 2 custom Desecrated ModifiersCan gain 2 custom Desecrated Modifiers

Grip of Kulemak Lv. 1+

Grip of Kulemak

Base stats

Base
Abyssal SignetAbyssal Signet
  • Inflict Abyssal Wasting on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Inflict Abyssal Wasting on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (20-30) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AoE
    (20-30) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Area of Effect
  • (20-30) % reduced Light Radius(20-30) % reduced Light Radius
  • Can gain 3 custom Desecrated ModifiersCan gain 3 custom Desecrated Modifiers

Grip of Kulemak Lv. 1+

Grip of Kulemak

Base stats

Base
Abyssal SignetAbyssal Signet
  • Inflict Abyssal Wasting on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Inflict Abyssal Wasting on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (20-30) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AoE
    (20-30) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Area of Effect
  • (20-30) % reduced Light Radius(20-30) % reduced Light Radius
  • Can gain 4 custom Desecrated ModifiersCan gain 4 custom Desecrated Modifiers

Blackheart Lv. 1+

Blackheart

Base stats

Base
Iron RingIron Ring
  • Adds 1 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds 1 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • (3-6) Life Regeneration per second(3-6) Life Regeneration per second
  • Adds (4-6) to (8-10) Chaos.DmgChaos

    Fallback hint: no keyword description was found for this term.
    to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (4-6) to (8-10) Chaos DamageChaos

    Fallback hint: no keyword description was found for this term.
    to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • +(10-20) % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    also applies to Chaos.DmgChaos

    Fallback hint: no keyword description was found for this term.
    +(10-20) % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    also applies to Chaos DamageChaos

    Fallback hint: no keyword description was found for this term.
  • 25 % chance to IntimidateIntimidated

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
    Enemies for 4 seconds on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    25 % chance to IntimidateIntimidated

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
    Enemies for 4 seconds on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.

Doedre's Damning Lv. 1+

Doedre's Damning

Base stats

Base
Lazuli RingLazuli Ring
  • +(20-30) to max Mana+(20-30) to maximum Mana
  • +(5-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (1-10) Mana per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (1-10) Mana per enemy killed
  • You can apply an additional CurseCurses

    Fallback hint: no keyword description was found for this term.
    You can apply an additional CurseCurses

    Fallback hint: no keyword description was found for this term.

Glowswarm Lv. 1+

Glowswarm

Base stats

Base
Lazuli RingLazuli Ring
  • +(20-30) to max Mana+(20-30) to maximum Mana
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • (20-30) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Mana Recovery rate
    (20-30) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Mana Recovery rate
  • Mana FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain (0.17-0.25) charges per Second
    Mana FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    gain (0.17-0.25) charges per Second
  • Using a 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    grants GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 100 % of 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    's recovery amount for 4 seconds
    Using a 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    grants GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to 100 % of 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    's recovery amount for 4 seconds

Seed of Cataclysm Lv. 1+

Seed of Cataclysm

Base stats

Base
Lazuli RingLazuli Ring
  • +(20-30) to max Mana+(20-30) to maximum Mana
  • (30-50) % inc. Crit%Critical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    for SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    (30-50) % increased Critical Hit ChanceCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    for SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
  • 5 % reduced Critical Spell Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    per CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    you've dealt with SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    RecentlyRecently

    Recently refers to the past 4 seconds.
    5 % reduced Critical Spell Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    per CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    you've dealt with SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    RecentlyRecently

    Recently refers to the past 4 seconds.
  • +(13-17) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(13-17) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 10 % inc. Mana Cost of Skills10 % increased Mana Cost of Skills
  • (15-30) % chance for SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg with CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    to be LuckyLucky

    Lucky things are rolled twice and the better result used.
    (15-30) % chance for SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage with CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    to be LuckyLucky

    Lucky things are rolled twice and the better result used.

Eshtera's Path Lv. 1+

Eshtera's Path

Base stats

Base
RingRing
  • You can only Socket Sapphire Jewels in this itemYou can only Socket Sapphire Jewels in this item
  • (10-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • +(5-10) % to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    and ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    per Equipped ItemEquipped

    Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    with a LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Modifier
    +(5-10) % to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    and ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    per Equipped ItemEquipped

    Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    with a LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Modifier
  • Has 1 Jewel Socket (Hidden)Has 1 Jewel Socket (Hidden)

Kalandra's Touch Lv. 1+

Kalandra's Touch

Base stats

Base
RingRing
  • Reflects opposite RingReflects opposite Ring

Blistering Bond Lv. 8+

Blistering Bond

Base stats

Base
Ruby RingRuby Ring
  • +(20-30) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(20-30) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (-15--10) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-15--10) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • You take Fire.DmgFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    instead of Phys.DmgPhysical

    10% increased Physical Damage
    from BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    You take Fire DamageFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    instead of Physical DamagePhysical

    10% increased Physical Damage
    from BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
  • Fire.DmgFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    also ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    Fire DamageFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    also ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    you inflict deals Fire.DmgFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    instead of Phys.DmgPhysical

    10% increased Physical Damage
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    you inflict deals Fire DamageFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    instead of Physical DamagePhysical

    10% increased Physical Damage

Cracklecreep Lv. 8+

Cracklecreep

Base stats

Base
Ruby RingRuby Ring
  • +(20-30) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (20-30) % inc. FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    (20-30) % increased FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • (3.1-6) Life Regeneration per second(3.1-6) Life Regeneration per second
  • (20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
  • IgnitesIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    you inflict spread to other Enemies that stay within 1.5 m for 1 second
    IgnitesIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    you inflict spread to other Enemies that stay within 1.5 metres for 1 second

Dream Fragments Lv. 12+

Dream Fragments

Base stats

Base
Sapphire RingSapphire Ring
  • +(20-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (10-15) % inc. max Mana(10-15) % increased maximum Mana
  • (30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
  • You cannot be ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    or FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    You cannot be ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    or FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.

Polcirkeln Lv. 12+

Polcirkeln

Base stats

Base
Sapphire RingSapphire Ring
  • +(20-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (20-30) % inc. ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    (20-30) % increased ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Enemies ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    by your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    can be ShatteredShatter

    Frozen enemies Shatter when killed, destroying their corpse.
    as though FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    Enemies ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    by your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    can be ShatteredShatter

    Frozen enemies Shatter when killed, destroying their corpse.
    as though FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.

Levinstone Lv. 16+

Levinstone

Base stats

Base
Topaz RingTopaz Ring
  • +(20-30) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • (10-20) % inc. chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    (10-20) % increased chance to ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
  • Lightning Skills ChainChain

    Fallback hint: no keyword description was found for this term.
    +1 times
    Lightning Skills ChainChain

    Fallback hint: no keyword description was found for this term.
    +1 times
  • (10-20) % inc. MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    you inflict
    (10-20) % increased MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    you inflict

The Burrower Lv. 16+

The Burrower

Base stats

Base
Topaz RingTopaz Ring
  • +(20-30) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • -10 % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    -10 % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(20-30) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
  • LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg of Enemies HittingHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    you is UnluckyUnlucky

    Unlucky things are rolled twice and the worse result used.
    LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage of Enemies HittingHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    you is UnluckyUnlucky

    Unlucky things are rolled twice and the worse result used.

Blackflame Lv. 20+

Blackflame

Base stats

Base
Amethyst RingAmethyst Ring
  • +(7-13) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-13) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (15-30) % inc. Mana Regeneration Rate(15-30) % increased Mana Regeneration Rate
  • IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    you inflict deals Chaos.DmgChaos

    Fallback hint: no keyword description was found for this term.
    instead of Fire.DmgFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    you inflict deals Chaos DamageChaos

    Fallback hint: no keyword description was found for this term.
    instead of Fire DamageFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
  • (80-100) % inc. IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    (80-100) % increased IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • (60-75) % reduced IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Dur. on Enemies
    (60-75) % reduced IgniteIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Duration on Enemies
  • WitheredWithered

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    you inflict also increases Fire.DmgFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    taken
    WitheredWithered

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    you inflict also increases Fire DamageFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    taken
  • WitheredWithered

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    does not expire on Enemies IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    by you
    WitheredWithered

    Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
    does not expire on Enemies IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    by you
  • use unique blackflame ignite effect [1]use unique blackflame ignite effect [1]

Ming's Heart Lv. 20+

Ming's Heart

Base stats

Base
Amethyst RingAmethyst Ring
  • +(7-13) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-13) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 20 % reduced max Life20 % reduced maximum Life
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (30-40) % of Dmg as Extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (30-40) % of Damage as Extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage
  • 30 % reduced Global ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    30 % reduced Global ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Original Sin Lv. 20+

Original Sin

Base stats

Base
Amethyst RingAmethyst Ring
  • +(7-13) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-13) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 100 % of Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    100 % of Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage

Veilpiercer Lv. 20+

Veilpiercer

Base stats

Base
Amethyst RingAmethyst Ring
  • +(7-13) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-13) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • +(15-25) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(15-25) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict can affect HexproofHexproof

    Hexproof means that you are Unaffected by Curses .
    Enemies
    CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict can affect HexproofHexproof

    Hexproof means that you are Unaffected by Curses .
    Enemies
  • CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict spread to enemies within 3 m when CursedCurses

    Fallback hint: no keyword description was found for this term.
    enemy dies
    CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict spread to enemies within 3 metres when CursedCurses

    Fallback hint: no keyword description was found for this term.
    enemy dies
  • Gain 1 Dark WhisperDark Whisper

    Curses you inflict have 4% increased Curse Magnitudes for each Dark Whisper you have. You can have a maximum of 10 Dark Whispers. Dark Whispers last for 8 seconds, and this duration is refreshed whenever you gain more. When Dark Whispers expire, you Lose 3% of Life, Mana, and Energy Shield for each of them, over 4 seconds.
    every second there is a CursedCurses

    Fallback hint: no keyword description was found for this term.
    Enemy in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Gain 1 Dark WhisperDark Whisper

    Curses you inflict have 4% increased Curse Magnitudes for each Dark Whisper you have. You can have a maximum of 10 Dark Whispers. Dark Whispers last for 8 seconds, and this duration is refreshed whenever you gain more. When Dark Whispers expire, you Lose 3% of Life, Mana, and Energy Shield for each of them, over 4 seconds.
    every second there is a CursedCurses

    Fallback hint: no keyword description was found for this term.
    Enemy in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
  • (20-40) % inc. Dmg with HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    against targets in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    (20-40) % increased Damage with HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    against targets in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.

Death Rush Lv. 26+

Death Rush

Base stats

Base
Emerald RingEmerald Ring
  • +(120-160) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(120-160) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(75-125) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(75-125) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(75-125) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +(75-125) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    5 % of PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Dmg as Life
    LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    5 % of PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Damage as Life
  • You gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on Kill
    You gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on Kill

Thief's Torment Lv. 26+

Thief's Torment

Base stats

Base
Emerald RingEmerald Ring
  • +(120-160) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(120-160) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (30-40) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (30-40) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(10-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-15) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Gain 25 Life per Enemy Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain 25 Life per Enemy Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • Can't use other RingsCan't use other Rings
  • Gain 15 Mana per Enemy Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain 15 Mana per Enemy Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • 50 % reduced Dur. of CursesCurses

    Fallback hint: no keyword description was found for this term.
    on you
    50 % reduced Duration of CursesCurses

    Fallback hint: no keyword description was found for this term.
    on you

Vigilant View Lv. 26+

Vigilant View

Base stats

Base
Emerald RingEmerald Ring
  • +(120-160) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(120-160) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(100-150) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(100-150) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(100-150) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +(100-150) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • (10-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • Enemies have an AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Penalty against you based on Distance
    Enemies have an AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Penalty against you based on Distance
  • Maximum Chance to EvadeEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    is 50%
    Maximum Chance to EvadeEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    is 50%

Evergrasping Ring Lv. 32+

Evergrasping Ring

Base stats

Base
Pearl RingPearl Ring
  • (7-10) % inc. Cast Speed(7-10) % increased Cast Speed
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (15-25) % of Dmg as Extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (15-25) % of Damage as Extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (6-12) % of Dmg as Extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (6-12) % of Damage as Extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage

Heartbound Loop Lv. 32+

Heartbound Loop

Base stats

Base
Pearl RingPearl Ring
  • (7-10) % inc. Cast Speed(7-10) % increased Cast Speed
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have (10-15) % inc. max Life
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have (10-15) % increased maximum Life
  • (10-15) Life Regeneration per second(10-15) Life Regeneration per second
  • (20-40) % inc. Mana Regeneration Rate(20-40) % increased Mana Regeneration Rate
  • 300 PhysicalPhysical

    10% increased Physical Damage
    Dmg taken on MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Death
    300 PhysicalPhysical

    10% increased Physical Damage
    Damage taken on MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Death
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    ReviveRevive

    Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
    (10-15) % faster
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    ReviveRevive

    Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
    (10-15) % faster

Snakepit Lv. 32+

Snakepit

Base stats

Base
Pearl RingPearl Ring
  • (7-10) % inc. Cast Speed(7-10) % increased Cast Speed
  • (20-30) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (20-30) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • (10-15) % inc. Cast Speed(10-15) % increased Cast Speed
  • Left ring slot: ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cannot ChainChain

    Fallback hint: no keyword description was found for this term.
    Left ring slot: ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cannot ChainChain

    Fallback hint: no keyword description was found for this term.
  • Left ring slot: ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    ForkFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
    Left ring slot: ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    ForkFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
  • Right ring slot: ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    ChainChain

    Fallback hint: no keyword description was found for this term.
    + 1 times
    Right ring slot: ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    ChainChain

    Fallback hint: no keyword description was found for this term.
    + 1 times
  • Right ring slot: ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cannot ForkFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
    Right ring slot: ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cannot ForkFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cannot PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cannot PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.

Whisper of the Brotherhood Lv. 32+

Whisper of the Brotherhood

Base stats

Base
Sapphire RingSapphire Ring
  • +(20-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (5-10) % inc. 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, Warcry Speed, and similar stats.
    (5-10) % increased 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, Warcry Speed, and similar stats.
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (25-35) % inc. Mana Regeneration Rate(25-35) % increased Mana Regeneration Rate
  • 100 % of ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    100 % of ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage

Call of the Brotherhood Lv. 32+

Call of the Brotherhood

Base stats

Base
Topaz RingTopaz Ring
  • +(20-30) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • (25-35) % inc. Mana Regeneration Rate(25-35) % increased Mana Regeneration Rate
  • (20-30) % inc. FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    (20-30) % increased FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
  • 100 % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    100 % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage

Gifts from Above Lv. 35+

Gifts from Above

Base stats

Base
Prismatic RingPrismatic Ring
  • +(7-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (20-30) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (20-30) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • (20-30) % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    (20-30) % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • (20-30) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    Dropped by Enemies killed with a Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    (20-30) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    Dropped by Enemies killed with a Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
  • You have Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    around you while stationary
    You have Consecrated GroundConsecrated Ground

    You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
    around you while stationary

Icefang Orbit Lv. 36+

Base stats

Base
Iron RingIron Ring
  • Adds 1 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds 1 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • Adds (5-7) to (9-13) PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (5-7) to (9-13) PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (10-20) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (10-20) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    taken from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    while PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    on you
    All DamageAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    taken from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    while PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    on you
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    against PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    targets ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    All DamageAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    against PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    targets ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • (15-25) % inc. MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    you inflict
    (15-25) % increased MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    you inflict

Venopuncture Lv. 36+

Venopuncture

Base stats

Base
Iron RingIron Ring
  • Adds 1 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds 1 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • Adds (5-7) to (9-13) PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (5-7) to (9-13) PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    taken from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    while BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    on you
    All DamageAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    taken from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    while BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    on you
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    against BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    targets ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    All DamageAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    against BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    targets ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • (10-20) % chance to inflict BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (10-20) % chance to inflict BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (15-25) % inc. MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    you inflict
    (15-25) % increased MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    you inflict

Andvarius Lv. 40+

Andvarius

Base stats

Base
Gold RingGold Ring
  • (6-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (6-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • (50-70) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (50-70) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +10 to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +10 to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • -20 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    -20 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Perandus Seal Lv. 40+

Perandus Seal

Base stats

Base
Gold RingGold Ring
  • (6-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (6-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • +(5-10) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(5-10) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • (10-15) % inc. Quantity of Gold Dropped by Slain Enemies(10-15) % increased Quantity of Gold Dropped by Slain Enemies

Safrin's Resolve Lv. 40+

Safrin's Resolve

Base stats

Base
RingRing
  • You can only Socket Ruby Jewels in this itemYou can only Socket Ruby Jewels in this item
  • (10-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • +(5-10) % to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    and LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    per Equipped ItemEquipped

    Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    with a FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Modifier
    +(5-10) % to ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    and LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    per Equipped ItemEquipped

    Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    with a FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Modifier
  • Has 1 Jewel Socket (Hidden)Has 1 Jewel Socket (Hidden)

Zaida's Longevity Lv. 40+

Zaida's Longevity

Base stats

Base
RingRing
  • You can only Socket Emerald Jewels in this itemYou can only Socket Emerald Jewels in this item
  • (10-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • +(5-10) % to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    and LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    per Equipped ItemEquipped Item

    Equipment are items that can be Equipped
    with a ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Modifier
    +(5-10) % to FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    and LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    per Equipped ItemEquipped Item

    Equipment are items that can be Equipped
    with a ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Modifier
  • Has 1 Jewel Socket (Hidden)Has 1 Jewel Socket (Hidden)

The Taming Lv. 42+

The Taming

Base stats

Base
Prismatic RingPrismatic Ring
  • +(7-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (10-20) % inc. Dmg for each type of Elemental AilmentElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
    on Enemy
    (10-20) % increased Damage for each type of Elemental AilmentElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
    on Enemy
  • Wind SkillsWind Skills

    Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
    which can be boosted by Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
    can be boosted by multiple Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
    Wind SkillsWind Skills

    Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
    which can be boosted by Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
    can be boosted by multiple Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
  • Wind SkillsWind Skills

    Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
    which can be boosted by Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
    count | as being boosted by IgnitedIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    , ShockedShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    , and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    Wind SkillsWind Skills

    Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
    which can be boosted by Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
    count | as being boosted by IgnitedIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    , ShockedShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    , and Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.

Berek's Grip Lv. 42+

Berek's Grip

Base stats

Base
Two-Stone RingTwo-Stone Ring
  • +(12-16) % to ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    and 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.
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(12-16) % to ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    and 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.
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    and IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    and IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(10-20) % to ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    and 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.
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    and 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.
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    against you have (35-50) % reduced Crit%Critical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    while you are ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    against you have (35-50) % reduced Critical Hit ChanceCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    while you are ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
  • Wind SkillsWind Skills

    Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
    which can be boosted by Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
    count | as being boosted by Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
    Wind SkillsWind Skills

    Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
    which can be boosted by Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
    count | as being boosted by Shocked GroundShocked Ground

    Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.

Berek's Pass Lv. 42+

Berek's Pass

Base stats

Base
Two-Stone RingTwo-Stone Ring
  • +(12-16) % to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    and ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(12-16) % to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    and ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    and IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    and IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(10-20) % to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    and ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    and ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Regenerate (1-2) % of max Life per second while IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Regenerate (1-2) % of maximum Life per second while IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • Wind SkillsWind Skills

    Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
    which can be boosted by Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
    count | as being boosted by Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
    Wind SkillsWind Skills

    Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
    which can be boosted by Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
    count | as being boosted by Chilled GroundChilled Ground

    Chilled Ground Chills those standing in it, and lasts 6 seconds by default.

Berek's Respite Lv. 42+

Berek's Respite

Base stats

Base
Two-Stone RingTwo-Stone Ring
  • +(12-16) % to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    and 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.
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(12-16) % to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    and 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.
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    and DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    and DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(10-20) % to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    and 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.
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    and 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.
    ResistancesResistances

    Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (15-25) % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    while ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    (15-25) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    while ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
  • Wind SkillsWind Skills

    Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
    which can be boosted by Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
    count | as being boosted by Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    Wind SkillsWind Skills

    Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
    which can be boosted by Elemental Ground SurfacesElemental Ground Surfaces

    Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground .
    count | as being boosted by Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.

Prized Pain Lv. 48+

Prized Pain

Base stats

Base
Iron RingIron Ring
  • Adds 1 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds 1 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Skills GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    10 % of Mana Cost as ExtraGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    Life Cost
    Skills GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    10 % of Mana Cost as ExtraGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    Life Cost
  • (24-35) to (36-53) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (24-35) to (36-53) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
  • (15-25) % chance to deal your ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    Dmg to Enemies you HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    (15-25) % chance to deal your ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    Damage to Enemies you HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.

Bursting Decay Lv. 60+

Bursting Decay

Base stats

Base
Unset RingUnset Ring
  • Grants 1 additional Skill SlotsGrants 1 additional Skill Slots
  • (15-25) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (15-25) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of max Life per second
    LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of maximum Life per second
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    have added PhysicalPhysical

    10% increased Physical Damage
    damage equal to 3 % of max Life
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    have added PhysicalPhysical

    10% increased Physical Damage
    damage equal to 3 % of maximum Life

Ventor's Gamble Lv. 64+

Ventor's Gamble

Base stats

Base
Gold RingGold Ring
  • (6-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (6-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(0-80) to max Life+(0-80) to maximum Life
  • +(0-20) to 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 Skills that are active in specific Weapon Sets .
    +(0-20) to 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 Skills that are active in specific Weapon Sets .
  • (-25-25) % reduced Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (-25-25) % reduced Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • (-40-40) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-40-40) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (-40-40) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-40-40) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (-40-40) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-40-40) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Blood of the Warrior Lv. 40+

Blood of the Warrior

Base stats

Base
Gargantuan 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Gargantuan 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Recovers {0} Life over {1} Seconds
7171
Consumes {0} of {1} Charges on use
1010
Currently has {0} Charges
00
Version Lvl Recovers {0} Life over {1} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 40 71100
  • 90 % less Life Recovered90 % less Life Recovered
  • Effect is not removed when Unreserved Life is FilledEffect is not removed when Unreserved Life is Filled
  • (15-30) % of Dmg taken during effect RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
    (15-30) % of Damage taken during effect RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
  • Gain (3-5) 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 Hit every 0.5 seconds can cause you to gain Rage.
    when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    by an Enemy during effect
    Gain (3-5) 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 Hit every 0.5 seconds can cause you to gain Rage.
    when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    by an Enemy during effect
  • No Inherent loss of 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 Hit every 0.5 seconds can cause you to gain Rage.
    during effect
    No Inherent loss of 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 Hit every 0.5 seconds can cause you to gain Rage.
    during effect
  • (25-50) % inc. Dur.(25-50) % increased Duration

Lavianga's Spirits Lv. 49+

Lavianga's Spirits

Base stats

Base
Gargantuan 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Gargantuan 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Recovers {0} Mana every {1} Seconds
3737
Consumes {0} of {1} Charges on use
1010
Currently has {0} Charges
00
Version Lvl Recovers {0} Mana every {1} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 49 37100
  • This 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    cannot be Used but applies its Effect constantly
    This 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    cannot be Used but applies its Effect constantly
  • (70-80) % reduced Amount Recovered(70-80) % reduced Amount Recovered

Uhtred's Chalice Lv. 50+

Uhtred's Chalice

Base stats

Base
Transcendent 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Transcendent 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Recovers {0} Mana over {1} Seconds
932932
Consumes {0} of {1} Charges on use
1010
Currently has {0} Charges
00
Version Lvl Recovers {0} Mana over {1} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 50 932100
  • (200-300) % inc. Amount Recovered(200-300) % increased Amount Recovered
  • 70 % reduced Recovery rate70 % reduced Recovery rate
  • (50-60) % reduced 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 Power. By default players can have up to 3 of each type of Charge at once.
    (50-60) % reduced 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 Power. By default players can have up to 3 of each type of Charge at once.
  • Mana Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    can OverflowOverflow

    Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
    max Mana during Effect
    Mana Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    can OverflowOverflow

    Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
    maximum Mana during Effect
  • Lose 5 % Life per second while you have no WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    during Effect
    Lose 5 % Life per second while you have no Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    during Effect

Olroth's Resolve Lv. 60+

Olroth's Resolve

Base stats

Base
Ultimate 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Ultimate 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Recovers {0} Life over {1} Seconds
920920
Consumes {0} of {1} Charges on use
2222
Currently has {0} Charges
00
Version Lvl Recovers {0} Life over {1} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 60 920220
  • (100-150) % inc. 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 Power. By default players can have up to 3 of each type of Charge at once.
    per use
    (100-150) % increased 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 Power. By default players can have up to 3 of each type of Charge at once.
    per use
  • Regenerate (2.5-5) % of max WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    per second during Effect
    Regenerate (2.5-5) % of maximum Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    per second during Effect
  • Gain GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to Current WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    for 10 seconds when Effect ends
    Gain GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
    equal to Current Runic WardRunic Ward

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    for 10 seconds when Effect ends

Opportunity Lv. 60+

Opportunity

Base stats

Base
Ultimate 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Ultimate 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Recovers {0} Life over {1} Seconds
19871987
Consumes {0} of {1} Charges on use
33
Currently has {0} Charges
00
Version Lvl Recovers {0} Life over {1} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 60 198730
  • Effect is not removed when Unreserved Life is FilledEffect is not removed when Unreserved Life is Filled
  • Cannot be Used manuallyCannot be Used manually
  • Used when you release a skill with Perfect TimingPerfect Timing

    Certain Channelling 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.
    Used when you release a skill with Perfect TimingPerfect Timing

    Certain Channelling 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.
  • Skills have (80-120) % longer Perfect TimingPerfect Timing

    Certain Channelling 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.
    window during effect
    Skills have (80-120) % longer Perfect TimingPerfect Timing

    Certain Channelling 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.
    window during effect
  • (100-150) % inc. Amount Recovered(100-150) % increased Amount Recovered
  • (25-50) % reduced Recovery rate(25-50) % reduced Recovery rate
  • (50-75) % reduced 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 Power. By default players can have up to 3 of each type of Charge at once.
    per use
    (50-75) % reduced 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 Power. By default players can have up to 3 of each type of Charge at once.
    per use

Melting Maelstrom Lv. 60+

Melting Maelstrom

Base stats

Base
Ultimate 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Ultimate 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Recovers {0} Mana over {1} Seconds
310310
Consumes {0} of {1} Charges on use
1010
Currently has {0} Charges
00
Version Lvl Recovers {0} Mana over {1} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 60 310100
  • Effect is not removed when Unreserved Mana is FilledEffect is not removed when Unreserved Mana is Filled
  • (200-250) % inc. Dur.(200-250) % increased Duration
  • Every 3 seconds during Effect, deal 100 % of Mana spent in those seconds as Chaos.DmgChaos

    Fallback hint: no keyword description was found for this term.
    to Enemies within 3 m
    Every 3 seconds during Effect, deal 100 % of Mana spent in those seconds as Chaos DamageChaos

    Fallback hint: no keyword description was found for this term.
    to Enemies within 3 metres
  • Deals 25 % of current Mana as Chaos.DmgChaos

    Fallback hint: no keyword description was found for this term.
    to you when Effect ends
    Deals 25 % of current Mana as Chaos DamageChaos

    Fallback hint: no keyword description was found for this term.
    to you when Effect ends

Deathrattle Lv. 1+

Deathrattle

Base stats

Base
Twig FocusTwig Focus
ESEnergy Shield
2222
Version Lvl ES RW Recipe
Base 1 22-
Runeforged - 1212 Verisium×20
Runemastered 38 3823 Verisium×220Medved's Crest of the Circle×1
  • +(10-20) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(10-20) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (20-40) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (20-40) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • +(5-10) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(5-10) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • 20 % chance for ES RechargeEnergy Shield Recharge

    Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
    to start when you Kill an Enemy
    20 % chance for Energy Shield RechargeEnergy Shield Recharge

    Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
    to start when you Kill an Enemy

Threaded Light Lv. 6+

Threaded Light

Base stats

Base
Woven FocusWoven Focus
IntIntelligence
11
ESEnergy Shield
2525
Version Lvl ES RW Recipe
Base 6 25-
Runeforged 6 2515 Verisium×25
Runemastered 38 3945 Verisium×400Vorana's Crest of the Scythe×1
  • (50-70) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-70) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (30-40) % inc. Mana Regeneration Rate(30-40) % increased Mana Regeneration Rate
  • 20 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    20 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • (8-12) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg per 10 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 Skills that are active in specific Weapon Sets .
    (8-12) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage per 10 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 Skills that are active in specific Weapon Sets .

Effigy of Cruelty Lv. 10+

Effigy of Cruelty

Base stats

Base
Antler FocusAntler Focus
IntIntelligence
17
ESEnergy Shield
4141
Version Lvl ES RW Recipe
Base 10 41-
Runeforged 10 1817 Verisium×30
Runemastered 38 2334 Verisium×790Vorana's Crest of the Scythe×1
  • +(20-30) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(20-30) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (40-50) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (40-50) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • +10 to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +10 to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(7-13) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-13) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    with SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    apply (1-3) Stacks of Critical WeaknessCritical Weakness

    Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
    Critical HitsCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    with SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    apply (1-3) Stacks of Critical WeaknessCritical Weakness

    Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.

Carrion Call Lv. 16+

Carrion Call

Base stats

Base
Engraved FocusEngraved Focus
IntIntelligence
25
ESEnergy Shield
6060
Version Lvl ES RW Recipe
Base 16 60-
Runeforged 16 2222 Verisium×40
Runemastered 38 3845 Verisium×240Medved's Crest of the Circle×1
  • +(30-40) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(30-40) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have (20-30) % inc. max Life
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    have (20-30) % increased maximum Life
  • (20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    deal (20-30) % inc. Dmg
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    deal (20-30) % increased Damage
  • MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    ' ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    are equal to yours
    MinionsMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    ' ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    are equal to yours

Serpent's Lesson Lv. 22+

Serpent's Lesson

Base stats

Base
Tonal FocusTonal Focus
IntIntelligence
33
ESEnergy Shield
2626
Version Lvl ES RW Recipe
Base 22 26-
Runeforged 22 2624 Verisium×45
Runemastered 38 1957 Verisium×250Medved's Crest of the Circle×1
  • +(60-100) to max Life+(60-100) to maximum Life
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • You count as on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    while at 35 % of max Mana or below
    You count as on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    while at 35 % of maximum Mana or below
  • You count as on Low ManaLow Mana

    You are on Low Mana if you have 35% of your Maximum Mana or less.
    while at 35 % of max Life or below
    You count as on Low ManaLow Mana

    You are on Low Mana if you have 35% of your Maximum Mana or less.
    while at 35 % of maximum Life or below

The Eternal Spark Lv. 26+

The Eternal Spark

Base stats

Base
Crystal FocusCrystal Focus
IntIntelligence
38
ESEnergy Shield
4848
Version Lvl ES RW Recipe
Base 26 48-
Runeforged 26 4825 Verisium×60
Runemastered 40 3847 Verisium×240Medved's Crest of the Circle×1
  • (50-70) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-70) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +5 % to Maximum Light. ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +5 % to Maximum Lightning ResistanceMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
  • +(20-30) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 40 % inc. Mana Regeneration Rate40 % increased Mana Regeneration Rate
  • 40 % inc. Mana Regeneration Rate while stationary40 % increased Mana Regeneration Rate while stationary

Apep's Supremacy Lv. 33+

Apep's Supremacy

Base stats

Base
Voodoo FocusVoodoo Focus
IntIntelligence
48
ESEnergy Shield
8787
Version Lvl ES RW Recipe
Base 33 87-
Runeforged 33 9728 Verisium×95
Runemastered 55 11431 Verisium×420Medved's Crest of the Circle×1
  • (100-200) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-200) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (30-50) % inc. ES Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
    (30-50) % increased Energy Shield Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
  • 20 % of Elemental damageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    taken as ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage
    20 % of Elemental damageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    taken as ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage
  • +25 % chance to be PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    +25 % chance to be PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
  • 100 % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    100 % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage

Rathpith Globe Lv. 75+

Rathpith Globe

Base stats

Base
Sacred FocusSacred Focus
IntIntelligence
107
ESEnergy Shield
151151
Version Lvl ES RW Recipe
Base 75 151-
Runeforged 75 12153 Verisium×410
Runemastered 75 43106 Verisium×2500Exceptional Verisium×10Uhtred's Crest of the Chalice×1
  • (60-100) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-100) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(60-100) to max Life+(60-100) to maximum Life
  • Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cost an additional 6 % of your max Life
    Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cost an additional 6 % of your maximum Life
  • Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    have 3 % inc. Crit%Critical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    per 100 max Life
    Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    have 3 % increased Critical Hit ChanceCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    per 100 maximum Life
  • Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    deal 6 % inc. Dmg per 100 max Life
    Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    deal 6 % increased Damage per 100 maximum Life
  • rathpith surge [3]rathpith surge [3]

Demigod's Virtue Lv. 1+

Demigod's Virtue

Base stats

Base
Golden VisageGolden Visage
  • 25 % inc. RarityRarity

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    of Items found
    25 % increased RarityRarity

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    of Items found
  • VirtuousVirtuous

Mjölner Lv. 65+

Mjölner

Base stats

Base
Torment ClubTorment Club
StrStrength
214
Version Lvl Ph.dmg Crit. % APS C.dmg Li.dmg DPS Recipe Version details
Base 65 176-2925%1.67-- 391
Runemastered 65 -5%1.6744-209- 211 Exceptional Verisium×30Olroth's Crest of the Sun×1
Runemastered details
  • 100 % of Lightning Damage Converted to Cold Damage
Runemastered 65 176-2925%1.67-- 391 Exceptional Verisium×30Olroth's Crest of the Sun×1
Runemastered details
  • Skills Gain (4 — 6) % of damage as Extra Lightning damage per 50 Runic Ward Cost
Runemastered 65 176-2925%1.67-- 391 Exceptional Verisium×30Olroth's Crest of the Sun×1
Runemastered details
  • +(1.5 — 2) metres to Melee Strike Range
Runemastered 65 -5%1.67-85-403 407 Exceptional Verisium×30Olroth's Crest of the Sun×1
  • Grants Skill: Level 15 Thundergod's WrathGrants Skill: Level 15 Thundergod's Wrath
  • +200 Int req.+200 Intelligence Requirement
  • +100 Str req.+100 Strength Requirement
  • (250-350) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (250-350) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (10-20) % inc. Atk Speed(10-20) % increased Attack Speed
  • +(2-4) to Level of all 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.
    Skills
    +(2-4) to Level of all 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.
    Skills
Thundergod's Wrath

Buff · Level 15

  • Buff
  • Persistent
  • Trigger
  • Lightning
  • Meta

Req: Level 90+

While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
when you HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
enemies with MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
Attacks and triggers socketed 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.
spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
.
While active, gains EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
when you HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
enemies with MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
Attacks and triggers socketed 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.
spells on reaching maximum EnergyEnergy

Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
.

  • Level: 15 - 20Level: 15 - 20

Thundergod's Wrath

  • GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    3 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    per Power of enemies you HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
    Attacks , modified by the percentage of the enemy's Ailment ThresholdAilmentThreshold

    A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Ele.DmgElementalDamage will apply the relevant Ailment , as well as lowering the amount of FreezeFreeze and ElectrocuteElectrocute buildup recieved. A lower Elemental AilmentElemental_Ailments Threshold makes it more likely, and increases buildup of FreezeFreeze and ElectrocuteElectrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    the HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    will deal
    GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    3 EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    per Power of enemies you HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
    Attacks , modified by the percentage of the enemy's Ailment ThresholdAilmentThreshold

    A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Elemental DamageElementalDamage will apply the relevant Ailment , as well as lowering the amount of FreezeFreeze and ElectrocuteElectrocute buildup recieved. A lower Elemental AilmentElemental_Ailments Threshold makes it more likely, and increases buildup of FreezeFreeze and ElectrocuteElectrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    the HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    will deal
  • (0 - 57) % inc. EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    gained
    (0 - 57) % increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    gained
  • q20: (0 - 15) % inc. EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    gained
    (0 - 15) % increased EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    gained

Support

  • Supported Skills Cost nothingSupported Skills Cost nothing
  • Socketed Skills deal (150 - 200) % inc. damageSocketed Skills deal (150 - 200) % increased damage
  • Has 10 max EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    per 0.1 seconds of base cast time of Socketed Spells
    Has 10 maximum EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills.
    per 0.1 seconds of base cast time of Socketed Spells

Asphyxia's Wrath Lv. 1+

Asphyxia's Wrath

Base stats

Base
Broadhead QuiverBroadhead Quiver
  • Adds 1 to 3 PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds 1 to 3 PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • Adds (3-4) to (5-8) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (3-4) to (5-8) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) % of Dmg as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • (5-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (5-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(5-10) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-10) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Enemies ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    by your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    increase damage taken by ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    Enemies ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    by your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    increase damage taken by ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.

Blackgleam Lv. 8+

Blackgleam

Base stats

Base
FireFire

Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
Quiver
FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
Quiver
  • Adds 3 to 5 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds 3 to 5 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • Adds (3-5) to (6-9) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (3-5) to (6-9) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) % of Dmg as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • 50 % inc. FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    50 % increased FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    all IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    enemies
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    all IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    enemies

The Lethal Draw Lv. 16+

The Lethal Draw

Base stats

Base
Sacral QuiverSacral Quiver
  • Gain (2-3) Life per Enemy Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (2-3) Life per Enemy Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • (5-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (5-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • Gain 5 Life per Enemy Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain 5 Life per Enemy Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • (15-25) % chance to PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    an Enemy
    (15-25) % chance to PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    an Enemy
  • BowBow

    Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    consume 10 % 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges if possible to deal added PhysicalPhysical

    10% increased Physical Damage
    damage equal to (5-10) % of 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    's Life Recovery amount
    BowBow

    Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    consume 10 % 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges if possible to deal added PhysicalPhysical

    10% increased Physical Damage
    damage equal to (5-10) % of 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    's Life Recovery amount

Rearguard Lv. 33+

Rearguard

Base stats

Base
Blunt QuiverBlunt Quiver
  • (25-40) % inc. 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    (25-40) % increased 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • Adds (7-11) to (14-20) PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (7-11) to (14-20) PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • +(150-200) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(150-200) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (20-30) % inc. ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed
    (20-30) % increased ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed
  • +(15-25) % to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    +(15-25) % to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance

Murkshaft Lv. 39+

Murkshaft

Base stats

Base
Toxic QuiverToxic Quiver
  • Grants Skill: Level 10 Bursting Fen ToadGrants Skill: Level 10 Bursting Fen Toad
  • (20-30) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    (20-30) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • Adds (6-10) to (13-17) PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (6-10) to (13-17) PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (10-15) Mana per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (10-15) Mana per enemy killed
  • (10-20) % inc. PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Dur.
    (10-20) % increased PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Duration
  • (20-30) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    (20-30) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • BlindBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    Targets when you PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    them
    BlindBlinded

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    Targets when you PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    them
  • local display triggers level x toad on kill [1]local display triggers level x toad on kill [1]
Bursting Fen Toad

Attack · Level 10

  • Attack
  • AoE
  • Trigger
  • Physical
  • Chaos

Req: Level 90+

This skill creates a toad that jumps around briefly, then explodes the toad, dealing Attack damage in an area and inflicting PoisonPoison

Poison is an Ailment 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 Penetration ) do not affect Poison damage.
. Damage you deal with skill is not based on your Weapon
This skill creates a toad that jumps around briefly, then explodes the toad, dealing Attack damage in an area and inflicting PoisonPoison

Poison is an Ailment 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 Penetration ) do not affect Poison damage.
. Damage you deal with skill is not based on your Weapon

  • Level: 10 - 20Level: 10 - 20
  • Cost: 0 ManaCost: 0 Mana
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: (225 - 702)% of baseAttack Damage: (225 - 702)% of base
  • 25 % chance to Trigger this Skill on Kill25 % chance to Trigger this Skill on Kill
  • Toad Explosion radius is 2.5 mToad Explosion radius is 2.5 metres
  • 100 % chance to PoisonPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    100 % chance to PoisonPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (66 - 171) to (99 - 256) Base PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (66 - 171) to (99 - 256) Base PhysicalPhysical

    10% increased Physical Damage
    Damage
  • q20: (0 - 10) % chance to Trigger this Skill on Kill(0 - 10) % chance to Trigger this Skill on Kill

Drillneck Lv. 55+

Drillneck

Base stats

Base
Penetrating QuiverPenetrating Quiver
  • 100 % chance to PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    an Enemy
    100 % chance to PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    an Enemy
  • +(60-90) to max Life+(60-90) to maximum Life
  • (8-12) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (8-12) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (24-32) % of EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (24-32) % of Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    ReturnReturn

    Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
    if they PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    at least (2-4) times
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    ReturnReturn

    Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
    if they PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    at least (2-4) times
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    deal (42-64) % inc. Dmg with HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    for each time they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    deal (42-64) % increased Damage with HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    for each time they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    have (42-64) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    chance for each time they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    have (42-64) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    chance for each time they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.

Beyond Reach Lv. 65+

Beyond Reach

Base stats

Base
Visceral QuiverVisceral Quiver
  • (20-30) % inc. Crit%Critical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    (20-30) % increased Critical Hit ChanceCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (10-20) % of PhysicalPhysical

    10% increased Physical Damage
    Dmg as extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (10-20) % of PhysicalPhysical

    10% increased Physical Damage
    Damage as extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage
  • ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    also ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    also ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
  • ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    also ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ElectrocuteElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    Buildup
    ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    also ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ElectrocuteElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    Buildup

Cadiro's Gambit Lv. 66+

Cadiro's Gambit

Base stats

Base
Primed QuiverPrimed Quiver
  • (7-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (7-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • Each Arrow fired is a CrescendoCrescendo

    Crescendo Arrows Chain 6 additional times and deal 60% increased Damage for each time they have Chained .
    , SplinterSplinter

    Splintering Arrows Split towards 6 targets.
    , ReversingReversing

    Reversing Arrows Pierce all targets and Return to you.
    , DiamondDiamond

    All Hits with Diamond Arrows are Critical Hits with 60% increased Critical Damage Bonus .
    , CovetousCovetous

    Enemies killed with Covetous Arrows drop items with 600% increased Rarity .
    , or BluntBlunt

    Blunt Arrows cause 600% increased Stun Buildup .
    Arrow
    Each Arrow fired is a CrescendoCrescendo

    Crescendo Arrows Chain 6 additional times and deal 60% increased Damage for each time they have Chained .
    , SplinterSplinter

    Splintering Arrows Split towards 6 targets.
    , ReversingReversing

    Reversing Arrows Pierce all targets and Return to you.
    , DiamondDiamond

    All Hits with Diamond Arrows are Critical Hits with 60% increased Critical Damage Bonus .
    , CovetousCovetous

    Enemies killed with Covetous Arrows drop items with 600% increased Rarity .
    , or BluntBlunt

    Blunt Arrows cause 600% increased Stun Buildup .
    Arrow

The Peacemaker's Draught Lv. 64+

The Peacemaker's Draught

Base stats

Base
Amphora RelicAmphora Relic
  • Zarokh, the Temporal drops 1 additional BaryasZarokh, the Temporal drops 1 additional Baryas
  • Your ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    are zero
    Your ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    are zero
  • This item is destroyed when applied to a TrialThis item is destroyed when applied to a Trial

The Changing Seasons Lv. 64+

The Changing Seasons

Base stats

Base
SealSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
Relic
SealSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
Relic
  • Zarokh, the Temporal drops Sandstorm VisageZarokh, the Temporal drops Sandstorm Visage
  • Cannot restore HonourHonour

    Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed. Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward . Your maximum Mana is also added if you have [passive_keystone_mind_over_matter|Mind Over Matter].
    Cannot restore HonourHonour

    Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed. Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward . Your maximum Mana is also added if you have [passive_keystone_mind_over_matter|Mind Over Matter].
  • This item is destroyed when applied to a TrialThis item is destroyed when applied to a Trial

The Burden of Leadership Lv. 64+

The Burden of Leadership

Base stats

Base
Tapestry RelicTapestry Relic
  • Zarokh, the Temporal drops Sekhema's ResolveZarokh, the Temporal drops Sekhema's Resolve
  • Rooms are unknown on the Trial MapRooms are unknown on the Trial Map
  • This item is destroyed when applied to a TrialThis item is destroyed when applied to a Trial

The Last Flame Lv. 65+

The Last Flame

Base stats

Base
Incense RelicIncense Relic
  • Zarokh, the Temporal drops TemporalisZarokh, the Temporal drops Temporalis
  • Dmg taken cannot be AbsorbedAbsorbed

    Absorption effects include Guard , Encased in Jade and Sorcery Ward.
    Damage taken cannot be AbsorbedAbsorbed

    Absorption effects include Guard , Encased in Jade and Sorcery Ward.
  • Maximum HonourHonour

    Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed. Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward . Your maximum Mana is also added if you have [passive_keystone_mind_over_matter|Mind Over Matter].
    is 1
    Maximum HonourHonour

    Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed. Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward . Your maximum Mana is also added if you have [passive_keystone_mind_over_matter|Mind Over Matter].
    is 1
  • Cannot be used with Trials below level 80Cannot be used with Trials below level 80
  • This item is destroyed when applied to a TrialThis item is destroyed when applied to a Trial

The Desperate Alliance Lv. 65+

The Desperate Alliance

Base stats

Base
Vase RelicVase Relic
  • Zarokh, the Temporal drops Against the DarknessZarokh, the Temporal drops Against the Darkness
  • Zarokh, the Temporal deals 100 % more DmgZarokh, the Temporal deals 100 % more Damage
  • Zarokh, the Temporal takes 75 % less DmgZarokh, the Temporal takes 75 % less Damage
  • This item is destroyed when applied to a TrialThis item is destroyed when applied to a Trial

Unforeseen Consequences Lv. 65+

Unforeseen Consequences

Base stats

Base
Abyss TabletAbyss Tablet
  • Adds AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it. Defeating these weakened monsters will cause the fissures to close. Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit. Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths . There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups. The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them. Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    to a Map | 1 uses remaining
    Adds AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it. Defeating these weakened monsters will cause the fissures to close. Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit. Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths . There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups. The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them. Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    to a Map | 1 uses remaining
  • % more Waystones found in Area% more Waystones found in Area
  • additional Rare Monsters are spawned from AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it. Defeating these weakened monsters will cause the fissures to close. Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit. Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths . There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups. The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them. Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    in Map
    additional Rare Monsters are spawned from AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it. Defeating these weakened monsters will cause the fissures to close. Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit. Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths . There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups. The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them. Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    in Map
  • Map contains (14-18) additional AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it. Defeating these weakened monsters will cause the fissures to close. Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit. Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths . There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups. The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them. Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    Map contains (14-18) additional AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it. Defeating these weakened monsters will cause the fissures to close. Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit. Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths . There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups. The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them. Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
  • Map is overrun by the AbyssalAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it. Defeating these weakened monsters will cause the fissures to close. Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit. Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths . There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups. The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them. Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    Map is overrun by the AbyssalAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it. Defeating these weakened monsters will cause the fissures to close. Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit. Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths . There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups. The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them. Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
  • map abyss tower augment quantity +% final from overrun unique tablet [-75]map abyss tower augment quantity +% final from overrun unique tablet [-75]

Wraeclast Besieged Lv. 65+

Wraeclast Besieged

Base stats

Base
Breach TabletBreach Tablet
  • Adds an Otherworldy BreachOtherworldy Breach

    Breaches allow invaders from another world to access ours. Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer. Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre. Kill these monsters in the centre will complete the Unstable Breach, closing the tear. A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these. With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre. As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence. If Ailith dies during this, the Hive will remain.
    to a Map | 10 uses remaining
    Adds an Otherworldy BreachOtherworldy Breach

    Breaches allow invaders from another world to access ours. Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer. Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre. Kill these monsters in the centre will complete the Unstable Breach, closing the tear. A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these. With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre. As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence. If Ailith dies during this, the Hive will remain.
    to a Map | 10 uses remaining
  • BreachOtherworldy Breach

    Breaches allow invaders from another world to access ours. Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer. Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre. Kill these monsters in the centre will complete the Unstable Breach, closing the tear. A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these. With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre. As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence. If Ailith dies during this, the Hive will remain.
    Hives in Map have (2-5) additional waves of Hiveborn Monsters
    BreachOtherworldy Breach

    Breaches allow invaders from another world to access ours. Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer. Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre. Kill these monsters in the centre will complete the Unstable Breach, closing the tear. A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these. With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre. As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence. If Ailith dies during this, the Hive will remain.
    Hives in Map have (2-5) additional waves of Hiveborn Monsters
  • BreachesOtherworldy Breach

    Breaches allow invaders from another world to access ours. Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer. Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre. Kill these monsters in the centre will complete the Unstable Breach, closing the tear. A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these. With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre. As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence. If Ailith dies during this, the Hive will remain.
    in Map have (-10-20) % reduced Pack Size
    BreachesOtherworldy Breach

    Breaches allow invaders from another world to access ours. Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer. Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre. Kill these monsters in the centre will complete the Unstable Breach, closing the tear. A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these. With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre. As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence. If Ailith dies during this, the Hive will remain.
    in Map have (-10-20) % reduced Pack Size
  • Unstable BreachesOtherworldy Breach

    Breaches allow invaders from another world to access ours. Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer. Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre. Kill these monsters in the centre will complete the Unstable Breach, closing the tear. A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these. With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre. As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence. If Ailith dies during this, the Hive will remain.
    in Map take 120 additional seconds to collapse after timer is filled
    Unstable BreachesOtherworldy Breach

    Breaches allow invaders from another world to access ours. Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer. Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre. Kill these monsters in the centre will complete the Unstable Breach, closing the tear. A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these. With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre. As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence. If Ailith dies during this, the Hive will remain.
    in Map take 120 additional seconds to collapse after timer is filled
  • Unstable BreachesOtherworldy Breach

    Breaches allow invaders from another world to access ours. Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer. Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre. Kill these monsters in the centre will complete the Unstable Breach, closing the tear. A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these. With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre. As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence. If Ailith dies during this, the Hive will remain.
    in Map spawn (2-5) additional RareRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    Monsters when Stabilised
    Unstable BreachesOtherworldy Breach

    Breaches allow invaders from another world to access ours. Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer. Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre. Kill these monsters in the centre will complete the Unstable Breach, closing the tear. A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these. With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre. As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence. If Ailith dies during this, the Hive will remain.
    in Map spawn (2-5) additional RareRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    Monsters when Stabilised

Clear Skies Lv. 65+

Clear Skies

Base stats

Base
Delirium TabletDelirium Tablet
  • Adds a Mirror of DeliriumMirror of Delirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area. You must stay within this fog as it expands to maintain the Delirium or it will disappear. Magic monsters are able to gain Delirium specific Modifiers while inside the fog. Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own. Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards. Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    to a Map | 10 uses remaining
    Adds a Mirror of DeliriumMirror of Delirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area. You must stay within this fog as it expands to maintain the Delirium or it will disappear. Magic monsters are able to gain Delirium specific Modifiers while inside the fog. Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own. Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards. Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    to a Map | 10 uses remaining
  • DeliriumMirror of Delirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area. You must stay within this fog as it expands to maintain the Delirium or it will disappear. Magic monsters are able to gain Delirium specific Modifiers while inside the fog. Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own. Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards. Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    Fog in your Maps never dissipates
    DeliriumMirror of Delirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area. You must stay within this fog as it expands to maintain the Delirium or it will disappear. Magic monsters are able to gain Delirium specific Modifiers while inside the fog. Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own. Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards. Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    Fog in your Maps never dissipates
  • DeliriumMirror of Delirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area. You must stay within this fog as it expands to maintain the Delirium or it will disappear. Magic monsters are able to gain Delirium specific Modifiers while inside the fog. Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own. Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards. Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    Fog in Map applies (-10-10) % reduced Deliriousness to Players
    DeliriumMirror of Delirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area. You must stay within this fog as it expands to maintain the Delirium or it will disappear. Magic monsters are able to gain Delirium specific Modifiers while inside the fog. Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own. Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards. Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    Fog in Map applies (-10-10) % reduced Deliriousness to Players

Mastered Domain Lv. 65+

Mastered Domain

Base stats

Base
Irradiated TabletIrradiated Tablet
  • Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
    Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
  • Map also counts as a Water MapMap also counts as a Water Map

The Grand Project Lv. 65+

The Grand Project

Base stats

Base
Irradiated TabletIrradiated Tablet
  • Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
    Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
  • Can only be applied to Precursor Tower MapsPrecursor Tower Maps

    Precursor Towers are ancient structures that are scattered all throughout the Atlas. Precursor Tower Maps can be completed to reveal a large area around them and to obtain a Tablet . Completing a Precursor Tower requires you to activate the Precursor Beacon at the end of the Map, after defeating the Map Boss .
    | Completing the Tower makes all nearby Maps accessible
    Can only be applied to Precursor Tower MapsPrecursor Tower Maps

    Precursor Towers are ancient structures that are scattered all throughout the Atlas. Precursor Tower Maps can be completed to reveal a large area around them and to obtain a Tablet . Completing a Precursor Tower requires you to activate the Precursor Beacon at the end of the Map, after defeating the Map Boss .
    | Completing the Tower makes all nearby Maps accessible

Visions of Paradise Lv. 65+

Visions of Paradise

Base stats

Base
Irradiated TabletIrradiated Tablet
  • Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
    Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
  • If Map was not previously IrradiatedIrradiated

    Area has +1 to Monster Level.
    , completing Map adds IrradiationIrradiated

    Area has +1 to Monster Level.
    instead
    If Map was not previously IrradiatedIrradiated

    Area has +1 to Monster Level.
    , completing Map adds IrradiationIrradiated

    Area has +1 to Monster Level.
    instead

Cruel Hegemony Lv. 65+

Cruel Hegemony

Base stats

Base
Overseer TabletOverseer Tablet
  • EmpowersEmpowers

    Empowering a Map Boss upgrades it to a Powerful Map Boss
    the Map BossMap Boss

    Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards. Defeating the Map Boss will complete the Map.
    of a Map | 10 uses remaining
    EmpowersEmpowers

    Empowering a Map Boss upgrades it to a Powerful Map Boss
    the Map BossMap Boss

    Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards. Defeating the Map Boss will complete the Map.
    of a Map | 10 uses remaining
  • Map BossesMap Boss

    Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards. Defeating the Map Boss will complete the Map.
    have 1 additional ModifiersModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    Map BossesMap Boss

    Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards. Defeating the Map Boss will complete the Map.
    have 1 additional ModifiersModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.

Season of the Hunt Lv. 65+

Season of the Hunt

Base stats

Base
Overseer TabletOverseer Tablet
  • EmpowersEmpowers

    Empowering a Map Boss upgrades it to a Powerful Map Boss
    the Map BossMap Boss

    Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards. Defeating the Map Boss will complete the Map.
    of a Map | 10 uses remaining
    EmpowersEmpowers

    Empowering a Map Boss upgrades it to a Powerful Map Boss
    the Map BossMap Boss

    Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards. Defeating the Map Boss will complete the Map.
    of a Map | 10 uses remaining
  • Map BossesMap Boss

    Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards. Defeating the Map Boss will complete the Map.
    are Hunted by Azmeri SpiritsAzmeri Spirits

    Azmeri Spirits are the spirits of various Azmeri Animal Guardians. Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced , making them more powerful. Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent. Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
    Map BossesMap Boss

    Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards. Defeating the Map Boss will complete the Map.
    are Hunted by Azmeri SpiritsAzmeri Spirits

    Azmeri Spirits are the spirits of various Azmeri Animal Guardians. Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced , making them more powerful. Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent. Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.

Freedom of Faith Lv. 65+

Freedom of Faith

Base stats

Base
Ritual TabletRitual Tablet
  • Adds Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated. Activating the Ritual will resurrect the slain monsters, requiring you slay them once more. Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar. The list of Favours tradable for Tribute can be rerolled, costing Tribute. Favours can be deferred, paying a part of their cost but having them appear again later.
    to a Map | 10 uses remaining
    Adds Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated. Activating the Ritual will resurrect the slain monsters, requiring you slay them once more. Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar. The list of Favours tradable for Tribute can be rerolled, costing Tribute. Favours can be deferred, paying a part of their cost but having them appear again later.
    to a Map | 10 uses remaining
  • Favours at Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated. Activating the Ritual will resurrect the slain monsters, requiring you slay them once more. Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar. The list of Favours tradable for Tribute can be rerolled, costing Tribute. Favours can be deferred, paying a part of their cost but having them appear again later.
    in Area costs (10-15) % inc. Tribute
    Favours at Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated. Activating the Ritual will resurrect the slain monsters, requiring you slay them once more. Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar. The list of Favours tradable for Tribute can be rerolled, costing Tribute. Favours can be deferred, paying a part of their cost but having them appear again later.
    in Area costs (10-15) % increased Tribute
  • Can Reroll Favours at Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated. Activating the Ritual will resurrect the slain monsters, requiring you slay them once more. Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar. The list of Favours tradable for Tribute can be rerolled, costing Tribute. Favours can be deferred, paying a part of their cost but having them appear again later.
    in your Maps twice as many times
    Can Reroll Favours at Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated. Activating the Ritual will resurrect the slain monsters, requiring you slay them once more. Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar. The list of Favours tradable for Tribute can be rerolled, costing Tribute. Favours can be deferred, paying a part of their cost but having them appear again later.
    in your Maps twice as many times

Dusk Vigil Lv. 1+

Dusk Vigil

Base stats

Base
Ashen StaffAshen Staff
Ezomyte
  • Grants Skill: FireboltGrants Skill: Firebolt
  • Grants Skill: Level 1 Ember FusilladeGrants Skill: Level 1 Ember Fusillade
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (30-50) % of Dmg as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (30-50) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • (80-120) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (80-120) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) Life per enemy killed
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (5-10) Life per enemy killed
  • 25 % inc. Mana Regeneration Rate25 % increased Mana Regeneration Rate
  • TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Ember Fusillade Skill on casting a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    TriggerTrigger

    Fallback hint: no keyword description was found for this term.
    Ember Fusillade Skill on casting a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Firebolt

Spell

  • Spell
  • AoE
  • Projectile
  • Fire
  • Repeatable

Req: Level 90+

Launch a fiery ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
towards a target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on impact, damaging foes in a small area.
Launch a fiery ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
towards a target. The ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
explodes on impact, damaging foes in a small area.

  • Level: 1 - 20Level: 1 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.90 secCast Time: 0.90 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 8.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 8.00%
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 10.4 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 10.4 metres per Second

Projectile

  • Deals (7 - 290) to (10 - 435) FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Dmg
    Deals (7 - 290) to (10 - 435) FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Damage
  • q20: Inflicts (0 - 20) % more Flammability MagnitudeInflicts (0 - 20) % more Flammability Magnitude

Explosion

  • Explosion radius is 0.7 mExplosion radius is 0.7 metres
Ember Fusillade

Spell · Level 1

  • Spell
  • AoE
  • Projectile
  • Trigger
  • Fire
  • Duration
  • Repeatable

Req: Level 90+

Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. 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.
a 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.
Infusion if possible to cause the entire Fusillade to create beams that ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
to enemies.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing FireFire

Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. 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.
a 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.
Infusion if possible to cause the entire Fusillade to create beams that ChainChain

Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
to enemies.

  • Tier: 5Tier: 5
  • Level: 1 - 20Level: 1 - 20
  • Cost: (3 - 37) ManaCost: (3 - 37) Mana
  • Cast: 0.40 secCast Time: 0.40 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 7.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 7.00%
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 30 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 30 metres per Second

Projectile

  • Hover duration is 1.3 secondsHover duration is 1.3 seconds
  • Can accumulate up to (6 - 10) Embers Modifiers to number of ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    instead apply to number of Embers accumulated
    Can accumulate up to (6 - 10) Embers Modifiers to number of ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    instead apply to number of Embers accumulated

Explosion

  • 5 % more Dmg for each previous Ember fired in sequence5 % more Damage for each previous Ember fired in sequence
  • Explosion radius is 0.9 mExplosion radius is 0.9 metres
  • q20: +(0 - 2) % more Dmg for each previous Ember fired in sequence+(0 - 2) % more Damage for each previous Ember fired in sequence

Beam

  • ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    4 times
    ChainsChain

    Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.
    4 times
  • Deals (1 - 16) to (10 - 309) 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
    Deals (1 - 16) to (10 - 309) 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
  • q20: ember fusillade damage +% final per ember fired [0,2]ember fusillade damage +% final per ember fired [0,2]

Alkem Eira Lv. 1+

Alkem Eira

Base stats

Base
Blazon Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Blazon Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Block chance
29%29%
Armour
1414
ESEnergy Shield
99
Ezomyte
Version Lvl Block % AR ES Base Movement Speed RW Recipe
Base 1 29%149--
Runeforged - 25%146-0.01512 Verisium×20
Runemastered 40 25%6113-0.01547 Verisium×380Vorana's Crest of the Scythe×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (15-20) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (15-20) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • (30-50) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (30-50) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(50-70) to max Mana+(50-70) to maximum Mana
  • Dmg BlockedBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    is RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
    Damage BlockedBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    is RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Amor Mandragora Lv. 1+

Amor Mandragora

Base stats

Base
Changeling TalismanChangeling Talisman
Phys. DmgPhysical Damage
30-4530-45
Crit. %Critical Hit Chance
8.00%8.00%
APSAttacks per Second
1.251.25
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 1 30-458.00%1.25 46.9
Runeforged 38 108-1758%1.25 177 Verisium×240Medved's Crest of the Circle×1
  • Adds (16-20) to (23-27) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (16-20) to (23-27) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(8-15) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(8-15) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • (10-15) % inc. Skill Effect Dur.(10-15) % increased Skill Effect Duration
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are HinderedHindered

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    are HinderedHindered

    Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.
  • Gain 1 Druidic ProwessDruidic Prowess

    Druidic Prowess is a stacking Buff which grants 10% increased Skill Speed and causes Hits with Spell Damage to grant 3 Rage per stack for 10 seconds. Each stack has an independent duration. Maximum 3 stacks.
    for every 20 total Rage spent
    Gain 1 Druidic ProwessDruidic Prowess

    Druidic Prowess is a stacking Buff which grants 10% increased Skill Speed and causes Hits with Spell Damage to grant 3 Rage per stack for 10 seconds. Each stack has an independent duration. Maximum 3 stacks.
    for every 20 total Rage spent

Hoghunt Lv. 1+

Hoghunt

Base stats

Base
Felled GreatclubFelled Greatclub
Phys. DmgPhysical Damage
32-4532-45
Crit. %Critical Hit Chance
20.00%20.00%
APSAttacks per Second
0.990.99
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 1 32-4520.00%0.99 38.1
Runeforged 38 165-22420%0.99 193 Verisium×210Medved's Crest of the Circle×1
Runemastered 55 236-32025%0.99 275 Verisium×805Vorana's Crest of the Scythe×1
  • Adds (16-20) to (23-27) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (16-20) to (23-27) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +15 % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +15 % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • 10 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    10 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +10 to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +10 to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • MaimMaim

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    MaimMaim

    Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified.
    on Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.

Dunkelhalt Lv. 1+

Dunkelhalt

Base stats

Base
Leather BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Leather BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Block chance
24%24%
EvasionEvasion Rating
3939
Ezomyte
Version Lvl Block % EV RW Recipe
Base 1 24%39-
Runeforged - 20%1010 Verisium×20
Runemastered 38 20%10836 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: ParryGrants Skill: Parry
  • (20-30) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (20-30) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • +(20-30) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +(20-30) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • You take 50 % of damage from BlockedBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    You take 50 % of damage from BlockedBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • 50 % inc. Parried DebuffParried Debuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    50 % increased Parried DebuffParried Debuff

    Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 secAttack Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be EvadedCan't be Evaded
  • 400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Dmg from enemies within 1 metre
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Damage from enemies within 1 metre
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Dmg from enemies within 1.5 m
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
  • 3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Bristleboar Lv. 1+

Bristleboar

Base stats

Base
Leather VestLeather Vest
EvasionEvasion Rating
1515
Ezomyte
Version Lvl EV Base Movement Speed RW Recipe
Base 1 15--
Runeforged - 30-0.0329 Verisium×20
Runemastered 38 82-0.03165 Verisium×230Medved's Crest of the Circle×1
  • 50 % reduced EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    50 % reduced EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(40-60) to max Life+(40-60) to maximum Life
  • (3-5) Life Regeneration per second(3-5) Life Regeneration per second
  • Gain 5 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 Hit every 0.5 seconds can cause you to gain Rage.
    when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    by an Enemy
    Gain 5 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 Hit every 0.5 seconds can cause you to gain Rage.
    when HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    by an Enemy
  • Gain 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 Hit every 0.5 seconds can cause you to gain Rage.
    when Critically HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    by an Enemy
    Gain 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 Hit every 0.5 seconds can cause you to gain Rage.
    when Critically HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    by an Enemy

Midnight Braid Lv. 1+

Midnight Braid

Base stats

Base
Rawhide BeltRawhide Belt
Ezomyte
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    (20-30) % increased Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • +(30-50) to max Mana+(30-50) to maximum Mana
  • +(5-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 50 % of Dmg taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana
    50 % of Damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Mana

Legionstride Lv. 1+

Legionstride

Base stats

Base
Rough GreavesRough Greaves
Armour
7979
Ezomyte
Version Lvl AR RW Recipe Version details
Base 1 79-
Runeforged - 2214 Verisium×15
Runemastered 38 15027 Verisium×360Medved's Crest of the Circle×1
Runemastered details
  • 10 % increased Movement Speed
  • +(50-70) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(50-70) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(50-70) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(50-70) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • +10 % to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    +10 % to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • -10 PhysicalPhysical

    10% increased Physical Damage
    damage taken from ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    -10 PhysicalPhysical

    10% increased Physical Damage
    damage taken from ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.

Bramblejack Lv. 1+

Bramblejack

Base stats

Base
Rusted CuirassRusted Cuirass
Armour
4545
Ezomyte
Version Lvl AR Base Movement Speed RW Recipe
Base 1 45--
Runeforged - 45-0.0529 Verisium×20
Runemastered 38 244-0.05110 Verisium×230Medved's Crest of the Circle×1
  • +(60-100) to max Life+(60-100) to maximum Life
  • +(60-100) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(60-100) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • Cannot Evade Enemy AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Cannot Evade Enemy AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • 250 % of MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Phys.Dmg taken reflected to Attacker
    250 % of MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Physical Damage taken reflected to Attacker
  • Regenerate 5 % of max Life per second while SurroundedSurrounded

    You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
    Regenerate 5 % of maximum Life per second while SurroundedSurrounded

    You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.

Horns of Bynden Lv. 1+

Horns of Bynden

Base stats

Base
Rusted GreathelmRusted Greathelm
Armour
4949
Ezomyte
Version Lvl AR RW Recipe
Base 1 49-
Runeforged - 2919 Verisium×15
Runemastered 38 36436 Verisium×160Medved's Crest of the Circle×1
  • +20 to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +20 to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (5-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (5-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Every 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 Hit every 0.5 seconds can cause you to gain Rage.
    also grants 1 % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Every 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 Hit every 0.5 seconds can cause you to gain Rage.
    also grants 1 % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • Gain 1 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 Hit every 0.5 seconds can cause you to gain Rage.
    on MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Gain 1 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 Hit every 0.5 seconds can cause you to gain Rage.
    on MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.

Wings of Caelyn Lv. 1+

Wings of Caelyn

Base stats

Base
Rusted GreathelmRusted Greathelm
Armour
4949
Ezomyte
Version Lvl AR RW Recipe
Base 1 49-
Runeforged - 2919 Verisium×15
Runemastered 38 36036 Verisium×170Medved's Crest of the Circle×1
  • +20 to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +20 to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (5-15) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (5-15) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • Gain 1 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 Hit every 0.5 seconds can cause you to gain Rage.
    on MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Gain 1 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 Hit every 0.5 seconds can cause you to gain Rage.
    on MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Every 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 Hit every 0.5 seconds can cause you to gain Rage.
    also grants 1 % inc. Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    Every 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 Hit every 0.5 seconds can cause you to gain Rage.
    also grants 1 % increased Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.

Dionadair Lv. 1+

Dionadair

Base stats

Base
Splintered Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Splintered Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Block chance
26%26%
Armour
3030
Ezomyte
Version Lvl Block % AR Base Movement Speed RW Recipe
Base 1 26%30--
Runeforged - 26%30-0.0312 Verisium×15
Runemastered 38 26%164-0.0323 Verisium×220Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (60-80) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (60-80) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (3-5) Life Regeneration per second(3-5) Life Regeneration per second
  • 20 % reduced Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    20 % reduced Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • Double Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    while Shield is Raised
    Double Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    while Shield is Raised
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Facebreaker Lv. 1+

Facebreaker

Base stats

Base
Stocky MittsStocky Mitts
Armour
1515
Phys. DmgPhysical Damage
8-128-12
Ezomyte
Version Lvl AR Ph.dmg RW Recipe
Base 1 158-12-
Runeforged - 158-1210 Verisium×10
Runemastered 38 508-1245 Verisium×240Vorana's Crest of the Scythe×1
  • Has 8 to 12 PhysicalPhysical

    10% increased Physical Damage
    damage, +3 to +4 per Boss's Face BrokenBoss's Face Broken

    Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter. "Rare Monster Encounter" icons do not provide any bonus when broken.
    Has 8 to 12 PhysicalPhysical

    10% increased Physical Damage
    damage, +3 to +4 per Boss's Face BrokenBoss's Face Broken

    Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter. "Rare Monster Encounter" icons do not provide any bonus when broken.
  • (30-50) % inc. 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    (30-50) % increased 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • 1% more Unarmed DmgUnarmed Damage

    Unarmed Damage refers to the Hit Damage of Unarmed Attacks . As such, Unarmed Damage is always Attack HitDamage . Players' base Unarmed Damage is Physical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength . Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
    per 5 StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    1% more Unarmed DamageUnarmed Damage

    Unarmed Damage refers to the Hit Damage of Unarmed Attacks . As such, Unarmed Damage is always Attack HitDamage . Players' base Unarmed Damage is Physical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength . Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
    per 5 StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +0.3 m to MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range while Unarmed
    +0.3 metres to MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range while Unarmed
  • +1 to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    per StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +1 to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    per StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Can AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    as though using a One Handed MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks

    Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon . Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
    that would use an EquippedEquipped

    Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    One Hand MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    's damage use this Item's damage
    Can AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    as though using a One Handed MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks

    Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon . Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
    that would use an EquippedEquipped

    Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    One Hand MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    's damage use this Item's damage
  • local display facebreaker damage imitation weapon [1]local display facebreaker damage imitation weapon [1]

Northpaw Lv. 1+

Northpaw

Base stats

Base
Suede BracersSuede Bracers
EvasionEvasion Rating
2929
Ezomyte
Version Lvl EV RW Recipe
Base 1 29-
Runeforged - 1010 Verisium×10
Runemastered 38 6320 Verisium×420Vorana's Crest of the Scythe×1
  • +(15-25) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +(15-25) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • Adds (3-5) to (8-10) PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (3-5) to (8-10) PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • (10-15) % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    (10-15) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • Base Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    with WeaponsWeapons

    Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.
    is 7 %
    Base Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    with WeaponsWeapons

    Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons.
    is 7 %

Crown of Thorns Lv. 1+

Crown of Thorns

Base stats

Base
Twig CircletTwig Circlet
ESEnergy Shield
128128
Ezomyte
Version Lvl ES RW Recipe
Base 1 128-
Runeforged - 1919 Verisium×15
Runemastered 38 4836 Verisium×190Medved's Crest of the Circle×1
  • +(100-150) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(100-150) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • Lose 5 Life when you use a SkillLose 5 Life when you use a Skill
  • (3-5) to (6-10) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (3-5) to (6-10) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
  • Pain AttunementPain Attunement

    30% less Critical Damage Bonus when on Full Life 30% more Critical Damage Bonus when on Low Life
    Pain AttunementPain Attunement

    30% less Critical Damage Bonus when on Full Life 30% more Critical Damage Bonus when on Low Life

Brynhand's Mark Lv. 1+

Brynhand's Mark

Base stats

Base
Wooden ClubWooden Club
Phys. DmgPhysical Damage
16-3016-30
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.161.16
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 1 16-305.00%1.16 26.7
Runeforged 38 93-1585%1.16 146 Verisium×205Medved's Crest of the Circle×1
Runeforged details
  • (20 — 30) % increased Area of Effect for Attacks
Runemastered 55 142-2405%1.16 222 Verisium×460Medved's Crest of the Circle×1
Runemastered details
  • (20 — 30) % increased Area of Effect for Attacks
  • Adds (10-14) to (16-20) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (10-14) to (16-20) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(30-50) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(30-50) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • 20 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    20 % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Causes Double 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    Causes Double 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup

The Blood Thorn Lv. 1+

The Blood Thorn

Base stats

Base
Wrapped QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Wrapped QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Phys. DmgPhysical Damage
15-2915-29
Crit. %Critical Hit Chance
10.00%10.00%
APSAttacks per Second
1.401.40
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 1 15-2910.00%1.40 30.8
Runeforged 38 101-17210%1.4 191 Verisium×225Medved's Crest of the Circle×1
Runeforged details
  • 50 % increased Magnitude of Bleeding you inflict
  • Adds (8-12) to (16-18) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (8-12) to (16-18) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Causes BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Causes BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (4-5) to (8-10) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (4-5) to (8-10) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage

Lifesprig Lv. 2+

Lifesprig

Base stats

Base
Attuned WandAttuned Wand
Ezomyte
  • Grants Skill: Mana DrainGrants Skill: Mana Drain
  • +(10-20) to max Mana+(10-20) to maximum Mana
  • +(1-3) to Level of all SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skills
    +(1-3) to Level of all SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skills
  • (5-10) % inc. Cast Speed(5-10) % increased Cast Speed
  • LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    1 % of max Life when you Cast a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    LeechesLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    1 % of maximum Life when you Cast a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Mana Drain

Spell

  • Spell

Req: Level 90+

Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.

  • Level: 1 - 20Level: 1 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.85 secCast Time: 0.85 sec
  • Leeches Mana 70 % slowerLeeches Mana 70 % slower
  • Leeches (30 - 408) ManaLeeches (30 - 408) Mana
  • q20: Leeches (0 - 90) ManaLeeches (0 - 90) Mana

Blackbraid Lv. 4+

Blackbraid

Base stats

Base
Fur PlateFur Plate
StrStrength
10
Armour
115115
Ezomyte
Version Lvl AR Base Movement Speed RW Recipe
Base 4 115--
Runeforged 4 66-0.0533 Verisium×400Vorana's Crest of the Scythe×1
Runeforged 38 275-0.0569 Verisium×400Vorana's Crest of the Scythe×1
  • +(40-60) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(40-60) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(5-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(5-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(5-15) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(5-15) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +10 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +10 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(100-150) % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    also applies to Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    +(100-150) % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    also applies to Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
  • +(40-60) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(40-60) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.

Hrimnor's Hymn Lv. 4+

Hrimnor's Hymn

Base stats

Base
Oak GreathammerOak Greathammer
StrStrength
11
Phys. DmgPhysical Damage
30-5630-56
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.001.00
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 4 30-565.00%1.00 43
Runeforged 38 137-2545%1 196 Verisium×215Medved's Crest of the Circle×1
Runemastered 55 209-3895%1 299 Verisium×955Uhtred's Crest of the Chalice×1
  • Causes (20-40) % inc. 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    Causes (20-40) % increased 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • (80-120) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (80-120) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (10-20) Life per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (10-20) Life per enemy killed
  • SlamSlam

    Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.
    Skills you use yourself cause an additional AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.
    SlamSlam

    Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.
    Skills you use yourself cause an additional AftershockAftershock

    Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.

Foxshade Lv. 4+

Foxshade

Base stats

Base
Quilted VestQuilted Vest
DexDexterity
10
EvasionEvasion Rating
100100
Ezomyte
Version Lvl EV Base Movement Speed RW Recipe
Base 4 100--
Runeforged 4 98-0.0333 Verisium×25
Runemastered 38 356-0.03152 Verisium×230Medved's Crest of the Circle×1
  • +(50-70) to EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    +(50-70) to Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • 10 % inc. Move.Spd when on Full Life10 % increased Movement Speed when on Full Life
  • 100 % inc. EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    when on Full Life
    100 % increased Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    when on Full Life

Greymake Lv. 5+

Greymake

Base stats

Base
Brimmed HelmBrimmed Helm
StrStrength
7
DexDexterity
7
Armour
2626
EvasionEvasion Rating
2020
Ezomyte
Version Lvl AR EV RW Recipe
Base 5 2620-
Runeforged 5 262026 Verisium×25
Runemastered 38 4439109 Verisium×180Medved's Crest of the Circle×1
  • +(30-50) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(30-50) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(30-50) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(30-50) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(30-50) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(30-50) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • -1 to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    per Level
    -1 to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    per Level
  • Has 4 Augment Sockets (Hidden)Has 4 Augment Sockets (Hidden)

Tyranny's Grip Lv. 5+

Tyranny's Grip

Base stats

Base
Ironhead SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Ironhead SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
DexDexterity
10
Phys. DmgPhysical Damage
23-3123-31
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.391.39
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 5 23-315.00%1.39 37.5
Runeforged 38 102-1385%1.39 167 Verisium×225Medved's Crest of the Circle×1
Runemastered 55 240-3245%1.09 307 Verisium×860Vorana's Crest of the Scythe×1
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • (150-200) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (150-200) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(15-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(15-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • StrikesStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    deal Splash DmgSplash Damage

    Strike Skills can be made to deal Splash damage when hitting an enemy, causing an additional Hit to other enemies around the one hit by the Strike . The base radius of Splash damage is 1.5 metres.
    StrikesStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    deal Splash DamageSplash Damage

    Strike Skills can be made to deal Splash damage when hitting an enemy, causing an additional Hit to other enemies around the one hit by the Strike . The base radius of Splash damage is 1.5 metres.
  • Knocks BackKnocks Back

    Knockback pushes Enemies away when Hit .
    Enemies on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Knocks BackKnocks Back

    Knockback pushes Enemies away when Hit .
    Enemies on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Cannot use ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Cannot use ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 2 - 20Level: 2 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres

Spiteful Floret Lv. 5+

Spiteful Floret

Base stats

Base
Nettle TalismanNettle Talisman
StrStrength
9
IntIntelligence
8
Phys. DmgPhysical Damage
21-3421-34
Crit. %Critical Hit Chance
11.00%11.00%
APSAttacks per Second
1.341.34
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 5 21-3411.00%1.34 36.9
Runeforged 38 87-14711%1.34 157 Verisium×210Medved's Crest of the Circle×1
Runemastered 55 116-19511%1.34 208 Verisium×1960Exceptional Verisium×9Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 2 Sanguine RevelryGrants Skill: Level 2 Sanguine Revelry
  • (60-90) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (60-90) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (6-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (6-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(7-14) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(7-14) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (20-30) % chance to cause BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (20-30) % chance to cause BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Every 5 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 Hit every 0.5 seconds can cause you to gain Rage.
    also grants 5 % of Dmg taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
    Every 5 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 Hit every 0.5 seconds can cause you to gain Rage.
    also grants 5 % of Damage taken RecoupedRecouped

    When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
    as Life
Sanguine Revelry

Buff · Level 2

  • Buff
  • Persistent
  • Remnant

Req: Level 90+

Conjure hateful energy to fuel your 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.
and Life. While active, BleedingBleeding

Bleeding is an Ailment 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.
enemies you kill have a chance to spawn a Hateful Remnant , and Hitting a BleedingBleeding

Bleeding is an Ailment 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.
target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants 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.
and recovers Life based on your current 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.
.
Conjure hateful energy to fuel your 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.
and Life. While active, BleedingBleeding

Bleeding is an Ailment 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.
enemies you kill have a chance to spawn a Hateful Remnant , and Hitting a BleedingBleeding

Bleeding is an Ailment 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.
target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants 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.
and recovers Life based on your current 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.
.

  • Level: 2 - 20Level: 2 - 20
  • Remnants last for 8 secondsRemnants last for 8 seconds
  • Spawn a Remnant on Hitting a BleedingBleeding

    Bleeding is an Ailment 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.
    enemy, no more than once every 2 seconds
    Spawn a Remnant on Hitting a BleedingBleeding

    Bleeding is an Ailment 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.
    enemy, no more than once every 2 seconds
  • Spawn a Remnant on killing a BleedingBleeding

    Bleeding is an Ailment 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.
    enemy
    Spawn a Remnant on killing a BleedingBleeding

    Bleeding is an Ailment 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.
    enemy
  • Each Remnant grants (5 - 9) 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.
    Each Remnant grants (5 - 9) 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.
  • Each Remnant causes you to recover (1 - 1.5) % of max Life per 5 Current 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.
    Each Remnant causes you to recover (1 - 1.5) % of maximum Life per 5 Current 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.
  • q20: Each Remnant grants (0 - 2) 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.
    Each Remnant grants (0 - 2) 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.

Quill Rain Lv. 5+

Quill Rain

Base stats

Base
ShortbowShortbow
DexDexterity
12
Phys. DmgPhysical Damage
7-147-14
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
2.502.50
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe Version details
Base 5 7-145.00%2.50 26.3
Runeforged 38 30-565%2.5 108 Verisium×200Medved's Crest of the Circle×1
Runeforged 55 44-815%2.8 175 Exceptional Verisium×5Uhtred's Crest of the Chalice×1
Runeforged details
  • Projectiles have 50 % chance for an additional Projectile when Forking
  • 100 % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    100 % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (50-100) % inc. Arrow Speed(50-100) % increased Arrow Speed
  • 40 % less AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Dmg
    40 % less AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Damage

The Knight-errant Lv. 6+

The Knight-errant

Base stats

Base
Mail SabatonsMail Sabatons
StrStrength
7
DexDexterity
7
Armour
3030
EvasionEvasion Rating
2323
Ezomyte
Version Lvl AR EV RW Recipe Version details
Base 6 3023-
Runeforged 6 301718 Verisium×20
Runemastered 38 684454 Verisium×200Medved's Crest of the Circle×1
Runemastered details
  • 5 % increased Movement Speed
  • 10 % inc. Move.Spd10 % increased Movement Speed
  • (30-50) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (30-50) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(30-50) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(30-50) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • +(30-50) to Ailment ThresholdElemental Ailment Threshold

    A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    +(30-50) to Ailment ThresholdElemental Ailment Threshold

    A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
  • Iron ReflexesIron Reflexes

    Converts all Evasion Rating to Armour .
    Iron ReflexesIron Reflexes

    Converts all Evasion Rating to Armour .

Wulfsbane Lv. 6+

Wulfsbane

Base stats

Base
Painted Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Painted Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
11
Block chance
26%26%
Armour
3333
Ezomyte
Version Lvl Block % AR Base Movement Speed RW Recipe
Base 6 26%33--
Runeforged 6 26%33-0.0315 Verisium×25
Runemastered 38 26%63-0.0357 Verisium×230Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(10-15) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(60-80) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(60-80) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • IntimidateIntimidated

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
    Enemies on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    for 8 seconds
    IntimidateIntimidated

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
    Enemies on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    for 8 seconds
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Oaksworn Lv. 7+

Oaksworn

Base stats

Base
Sigil Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Sigil Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
8
IntIntelligence
8
Block chance
31%31%
Armour
3838
ESEnergy Shield
1717
Ezomyte
Version Lvl Block % AR ES Base Movement Speed RW Recipe
Base 7 31%3817--
Runeforged 7 25%389-0.01516 Verisium×25
Runemastered 40 25%12519-0.01512 Verisium×230Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (20-30) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (20-30) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • (80-120) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (80-120) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 50 % inc. Life Regeneration rate50 % increased Life Regeneration rate
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

The Fall of the Axe Lv. 10+

The Fall of the Axe

Base stats

Base
Silver CharmSilver Charm
Lasts {0} Seconds
33
Consumes {0} of {1} Charges on use
2020
Currently has {0} Charges
00
Ezomyte
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 10 3200
  • Used when you are affected by a SlowSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    Used when you are affected by a SlowSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
  • Grants OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    during effect
    Grants OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    during effect

The Sentry Lv. 11+

The Sentry

Base stats

Base
Gothic QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
Gothic QuarterstaffQuarterstaff

Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.
DexDexterity
18
IntIntelligence
9
Fire Damage
32-4432-44
Crit. %Critical Hit Chance
12.00%12.00%
APSAttacks per Second
1.401.40
Ezomyte
Version Lvl F.dmg Crit. % APS DPS Recipe Version details
Base 11 32-4412.00%1.40 53.2
Runeforged 38 112-17812%1.4 203 Verisium×200Medved's Crest of the Circle×1
Runemastered 55 150-24012%1.4 273 Verisium×3500Uhtred's Crest of the Chalice×1
Runemastered details
  • Ignites you inflict deal Damage (30 — 40) % faster
  • No PhysicalPhysical

    10% increased Physical Damage
    Dmg
    No PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Adds (25-32) to (40-50) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    Adds (25-32) to (40-50) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • +(30-50) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(30-50) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +20 % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +20 % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 100 % inc. FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    100 % increased FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • 30 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    30 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.

Erian's Cobble Lv. 11+

Erian's Cobble

Base stats

Base
Guarded HelmGuarded Helm
StrStrength
11
DexDexterity
11
Armour
4646
EvasionEvasion Rating
4747
ESEnergy Shield
1414
Ezomyte
Version Lvl AR EV ES RW Recipe
Base 11 464714-
Runeforged 11 4234-32 Verisium×30
Runemastered 38 275247-36 Verisium×180Medved's Crest of the Circle×1
  • +(0-40) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(0-40) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(0-30) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    +(0-30) to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(0-20) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(0-20) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(0-60) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(0-60) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(0-30) to max Life+(0-30) to maximum Life
  • +(0-20) to max Mana+(0-20) to maximum Mana
  • (0-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (0-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • (0-30) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (0-30) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(0-10) to Str+(0-10) to Strength
  • +(0-10) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(0-10) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(0-10) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(0-10) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(0-10) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(0-10) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(0-10) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(0-10) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(0-10) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(0-10) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (0-6) Life Regeneration per second(0-6) Life Regeneration per second

Edyrn's Tusks Lv. 11+

Edyrn's Tusks

Base stats

Base
Iron CuirassIron Cuirass
StrStrength
21
Armour
298298
Ezomyte
Version Lvl AR Base Movement Speed RW Recipe
Base 11 298--
Runeforged 11 298-0.0543 Verisium×30
Runemastered 38 673-0.0555 Verisium×230Medved's Crest of the Circle×1
  • (120-160) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (120-160) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • 50 % chance to inflict BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    50 % chance to inflict BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • 50 % reduced SlowingSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    Potency of DebuffsDebuffs

    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.
    on You
    50 % reduced SlowingSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    Potency of DebuffsDebuffs

    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.
    on You
  • (15-20) to (25-30) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (15-20) to (25-30) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage

Briarpatch Lv. 11+

Briarpatch

Base stats

Base
Laced BootsLaced Boots
DexDexterity
17
EvasionEvasion Rating
4747
Ezomyte
Version Lvl EV RW Recipe Version details
Base 11 47-
Runeforged 11 4721 Verisium×25
Runemastered 38 5481 Verisium×710Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • (10-20) % inc. Move.Spd(10-20) % increased Movement Speed
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(60-80) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(60-80) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • +25 % to ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +25 % to ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • (10-15) to (20-25) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (10-15) to (20-25) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage

Ashrend Lv. 11+

Ashrend

Base stats

Base
Pathfinder CoatPathfinder Coat
DexDexterity
21
EvasionEvasion Rating
9696
Ezomyte
Version Lvl EV Base Movement Speed RW Recipe
Base 11 96--
Runeforged 11 96-0.0343 Verisium×30
Runemastered 38 219-0.0355 Verisium×240Medved's Crest of the Circle×1
  • +(40-60) to max Life+(40-60) to maximum Life
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(30-40) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(30-40) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Cannot be IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Cannot be IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • -10 PhysicalPhysical

    10% increased Physical Damage
    Dmg taken from AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Hits
    -10 PhysicalPhysical

    10% increased Physical Damage
    Damage taken from AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Hits

Rondel de Ezo Lv. 11+

Rondel de Ezo

Base stats

Base
Plated BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Plated BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
DexDexterity
18
Block chance
20%20%
EvasionEvasion Rating
7979
Ezomyte
Version Lvl Block % EV RW Recipe
Base 11 20%79-
Runeforged 11 20%7214 Verisium×30
Runemastered 38 20%15523 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: ParryGrants Skill: Parry
  • (50-150) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (50-150) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • 5 Life Regeneration per second5 Life Regeneration per second
  • 100 % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance against ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    100 % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance against ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • CurseCurses

    Fallback hint: no keyword description was found for this term.
    Enemies with EnfeebleEnfeeble

    Enfeeble is a Curse that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%.
    on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    CurseCurses

    Fallback hint: no keyword description was found for this term.
    Enemies with EnfeebleEnfeeble

    Enfeeble is a Curse that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%.
    on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 secAttack Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be EvadedCan't be Evaded
  • 400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Dmg from enemies within 1 metre
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Damage from enemies within 1 metre
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Dmg from enemies within 1.5 m
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
  • 3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Ironbound Lv. 11+

Ironbound

Base stats

Base
Warden BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Warden BowBow

Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
DexDexterity
23
Phys. DmgPhysical Damage
12-2012-20
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.271.27
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 11 12-205.00%1.27 20.3
Runeforged 40 38-635%1.26 63.6 Verisium×245Vorana's Crest of the Scythe×1
  • (25-35) % chance to ChainChain

    Fallback hint: no keyword description was found for this term.
    an additional time
    (25-35) % chance to ChainChain

    Fallback hint: no keyword description was found for this term.
    an additional time
  • +(100-150) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(100-150) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (5-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (5-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +12 % to Block chanceBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
    +12 % to Block chanceBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
  • (3-5) % inc. Block chanceBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
    per 100 total Item ArmourItem Armour

    Stats that refer to an item's Armour use the exact value listed on the item. This means that Quality and local modifiers on the item are taken into account, but stats from other sources that change the amount of Armour actually granted to your character are not considered.
    on Equipped Armour ItemsEquipped Armour Items

    Equippable Armours are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, Shields and Foci .
    (3-5) % increased Block chanceBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
    per 100 total Item ArmourItem Armour

    Stats that refer to an item's Armour use the exact value listed on the item. This means that Quality and local modifiers on the item are taken into account, but stats from other sources that change the amount of Armour actually granted to your character are not considered.
    on Equipped Armour ItemsEquipped Armour Items

    Equippable Armours are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, Shields and Foci .
  • Hits with this weapon have (1-2) to (4-5) Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 1% Block%Block chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
    Hits with this weapon have (1-2) to (4-5) Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 1% Block ChanceBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
  • Arrows ReturnReturn

    Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
    if they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    a target which had Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits . Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    Arrows ReturnReturn

    Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
    if they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    a target which had Fully Broken ArmourFully Broken Armour

    Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits . Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.

Wanderlust Lv. 11+

Wanderlust

Base stats

Base
Wrapped SandalsWrapped Sandals
IntIntelligence
17
ESEnergy Shield
3838
Ezomyte
Version Lvl ES RW Recipe Version details
Base 11 38-
Runeforged 11 2221 Verisium×25
Runemastered 38 4141 Verisium×370Vorana's Crest of the Scythe×1
Runemastered details
  • 5 % increased Movement Speed
  • 20 % inc. Move.Spd20 % increased Movement Speed
  • +(10-20) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(10-20) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +5 to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +5 to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • Your speed is unaffected by SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    Your speed is unaffected by SlowsSlowing

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.

Ezomyte Peak Lv. 12+

Ezomyte Peak

Base stats

Base
Soldier GreathelmSoldier Greathelm
StrStrength
19
Armour
129129
Ezomyte
Version Lvl AR RW Recipe
Base 12 129-
Runeforged 12 12929 Verisium×30
Runemastered 38 22554 Verisium×180Medved's Crest of the Circle×1
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(50-80) to max Life+(50-80) to maximum Life
  • (3-6) Life Regeneration per second(3-6) Life Regeneration per second
  • (10-20) % inc. AoE(10-20) % increased Area of Effect
  • Unwavering StanceUnwavering Stance

    Cannot be Light Stunned Cannot Dodge Roll or Sprint
    Unwavering StanceUnwavering Stance

    Cannot be Light Stunned Cannot Dodge Roll or Sprint

Candlemaker Lv. 12+

Candlemaker

Base stats

Base
Sombre GlovesSombre Gloves
IntIntelligence
17
ESEnergy Shield
2727
Ezomyte
Version Lvl ES RW Recipe
Base 12 27-
Runeforged 12 2717 Verisium×20
Runemastered 39 4218 Verisium×140Medved's Crest of the Circle×1
  • (50-80) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (50-80) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (20-40) % inc. FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    (20-40) % increased FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • (10-20) % reduced ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    (10-20) % reduced ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • +(20-40) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-40) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (-20--10) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-20--10) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    is doubled
    FlammabilityFlammability

    Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment , but is closely associated with Ignite , which is. Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often. The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite . Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground , also inflict Flammability, but do not roll a random chance to Ignite . Such effects will only Ignite once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    is doubled

Trenchtimbre Lv. 16+

Trenchtimbre

Base stats

Base
Spiked ClubSpiked Club
StrStrength
31
Phys. DmgPhysical Damage
30-4630-46
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.811.81
Ezomyte
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 16 30-465.00%1.81 68.8
Runeforged 40 71-1155%1.88 175 Verisium×550Vorana's Crest of the Scythe×1
  • Adds (13-15) to (22-25) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (13-15) to (22-25) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (20-30) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (20-30) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(1-2) to Level of all MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Skills
    +(1-2) to Level of all MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    Skills
  • Increases and Reductions to MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed also affect you
    Increases and Reductions to MinionMinion

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed also affect you

Brain Rattler Lv. 16+

Brain Rattler

Base stats

Base
Studded GreatclubStudded Greatclub
StrStrength
31
Phys. DmgPhysical Damage
32-4832-48
Lightning Damage
1-1121-112
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.211.21
Ezomyte
Version Lvl Ph.dmg Li.dmg Crit. % APS DPS Recipe
Base 16 32-481-1125.00%1.21 117
Runeforged 38 23.5-62.2571.5-298.755%1.21 276 Verisium×245Medved's Crest of the Circle×1
Runemastered 55 15.5-140.2547.5-532.755%1.21 445 Verisium×1835Vorana's Crest of the Scythe×1
  • Adds 1 to (110-115) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    Adds 1 to (110-115) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • (10-15) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-15) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • All damage with this Weapon causes ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    buildup
    All damage with this Weapon causes ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    buildup

Briskwrap Lv. 22+

Briskwrap

Base stats

Base
Rhoahide CoatRhoahide Coat
DexDexterity
37
EvasionEvasion Rating
306306
Ezomyte
Version Lvl EV Base Movement Speed RW Recipe
Base 22 306--
Runeforged 22 306-0.0365 Verisium×50
Runemastered 38 399-0.0369 Verisium×450Vorana's Crest of the Scythe×1
  • (60-100) % inc. EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (60-100) % increased Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (40-60) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
    (40-60) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Life Recovery rate
  • (40-60) % inc. 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Mana Recovery rate
    (40-60) % increased 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Mana Recovery rate
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • +(20-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (20-30) % of EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (20-30) % of Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .

Goregirdle Lv. 24+

Goregirdle

Base stats

Base
Plate BeltPlate Belt
Ezomyte
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • +(140-180) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(140-180) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (10-20) Life Regeneration per second(10-20) Life Regeneration per second
  • Defend with 200% of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    Defend with 200% of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • Maximum Phys.DmgPhysical

    10% increased Physical Damage
    Reduction is 50%
    Maximum Physical DamagePhysical

    10% increased Physical Damage
    Reduction is 50%

The Smiling Knight Lv. 26+

The Smiling Knight

Base stats

Base
Cowled HelmCowled Helm
StrStrength
22
DexDexterity
22
Armour
228228
EvasionEvasion Rating
200200
Ezomyte
Version Lvl AR EV RW Recipe
Base 26 228200-
Runeforged 26 2287041 Verisium×60
Runemastered 40 2969319 Verisium×530Vorana's Crest of the Scythe×1
  • +(50-100) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(50-100) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (15-25) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (15-25) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • AggravateAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on targets you Critically HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    AggravateAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on targets you Critically HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.

Trampletoe Lv. 27+

Trampletoe

Base stats

Base
Trimmed GreavesTrimmed Greaves
StrStrength
57
Armour
188188
Ezomyte
Version Lvl AR RW Recipe Version details
Base 27 188-
Runeforged 27 18831 Verisium×50
Runemastered 40 13371 Verisium×5600Exceptional Verisium×20Olroth's Crest of the Sun×1
Runemastered details
  • 5 % increased Movement Speed
  • 15 % inc. Move.Spd15 % increased Movement Speed
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • 50 % inc. AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req.
    50 % increased AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements
  • Deal 30 % of OverkillOverkill

    Overkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed.
    damage to enemies within 2 m of the enemy killed
    Deal 30 % of OverkillOverkill

    Overkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed.
    damage to enemies within 2 metres of the enemy killed

Beira's Anguish Lv. 32+

Beira's Anguish

Base stats

Base
Dousing CharmDousing Charm
Lasts {0} Seconds
33
Consumes {0} of {1} Charges on use
3030
Currently has {0} Charges
00
Ezomyte
Version Lvl Lasts {0} Seconds Consumes {0} of {1} Charges on use Currently has {0} Charges Recipe
Base 32 3300
  • Used when you become IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    Used when you become IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • (20-25) % Chance to gain a ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    when you kill an enemy
    (20-25) % Chance to gain a ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    when you kill an enemy
  • Creates Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    for 4 seconds when used, IgnitingIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    enemies as though dealing FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage equal to 500 % of your max Life
    Creates Ignited GroundIgnited Ground

    Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
    for 4 seconds when used, IgnitingIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    enemies as though dealing FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage equal to 500 % of your maximum Life

Cursecarver Lv. 33+

Cursecarver

Base stats

Base
Acrid WandAcrid Wand
IntIntelligence
60
Ezomyte
  • Grants Skill: DecomposeGrants Skill: Decompose
  • (80-100) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (80-100) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • Lose 10 Life per enemy killedLose 10 Life per enemy killed
  • (30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
  • +4 to Level of Random Curse Skills+4 to Level of Random Curse Skills
Decompose

Spell

  • Spell
  • AoE
  • Fire
  • Chaos
  • Duration
  • Trigger

Req: Level 90+

ConsumeConsume

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.
a 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.
to create a cloud of flammable Poisonous gas. Any BurningBurning

Enemies taking FireFire damage over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
will explode the gas cloud, creating a fiery explosion.
ConsumeConsume

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.
a 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.
to create a cloud of flammable Poisonous gas. Any BurningBurning

Enemies taking FireFire damage over time are Burning. Usually this occurs because the enemy is Ignited .
effects or Detonator skillsDetonator_Skills

Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact.
will explode the gas cloud, creating a fiery explosion.

  • Level: 9 - 20Level: 9 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.80 secCast Time: 0.80 sec

Poison Cloud

  • Limit 6 PoisonPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    Clouds
    Limit 6 PoisonPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    Clouds
  • PoisonsPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    enemies as though dealing Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    equal to 10 % of 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.
    's max Life
    PoisonsPoison

    Poison is an Ailment 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 Penetration ) do not affect Poison damage.
    enemies as though dealing Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
    equal to 10 % of 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.
    's maximum Life
  • GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    +20 % more Radius per second, up to a max of +80 %
    GainsGain

    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    +20 % more Radius per second, up to a maximum of +80 %
  • Cloud radius is 1.6 mCloud radius is 1.6 metres
  • Cloud duration is 4 secondsCloud duration is 4 seconds
  • q20: +(0 - 1) second to Cloud duration base secondary skill effect duration [0,1000]+(0 - 1) second to Cloud duration base secondary skill effect duration [0,1000]

Explosion

Critical Hit Chance
8.00%8.00%
  • Cloud radius is 1.6 mCloud radius is 1.6 metres
  • Cloud duration is 4 secondsCloud duration is 4 seconds
  • Deals (73 - 398) to (110 - 598) FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Dmg
    Deals (73 - 398) to (110 - 598) FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Damage

Deathblow Lv. 33+

Deathblow

Base stats

Base
Doubled GauntletsDoubled Gauntlets
StrStrength
24
DexDexterity
24
Armour
103103
EvasionEvasion Rating
9191
Ezomyte
Version Lvl AR EV RW Recipe
Base 33 10391-
Runeforged 33 1034324 Verisium×55
Runemastered 55 1295624 Verisium×260Medved's Crest of the Circle×1
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (5-10) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (5-10) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (20-30) Life per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (20-30) Life per enemy killed
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (20-30) Mana per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    (20-30) Mana per enemy killed
  • Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.
    Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.

Deidbell Lv. 33+

Deidbell

Base stats

Base
Elite GreathelmElite Greathelm
StrStrength
48
Armour
285285
Ezomyte
Version Lvl AR RW Recipe
Base 33 285-
Runeforged 33 28549 Verisium×90
Runemastered 55 33661 Verisium×330Medved's Crest of the Circle×1
  • (60-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (60-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(10-20) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • (20-30) % inc. WarcryWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Speed
    (20-30) % increased WarcryWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Speed
  • WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Explode CorpsesCorpses

    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 Allies do not leave usable Corpses.
    dealing 10 % of their Life as PhysicalPhysical

    10% increased Physical Damage
    Dmg
    WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Explode CorpsesCorpses

    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 Allies do not leave usable Corpses.
    dealing 10 % of their Life as PhysicalPhysical

    10% increased Physical Damage
    Damage
  • WarcryWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Skills have (20-30) % inc. AoE
    WarcryWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Skills have (20-30) % increased Area of Effect

Kingsguard Lv. 33+

Kingsguard

Base stats

Base
Full PlateFull Plate
StrStrength
54
Armour
270270
Ezomyte
Version Lvl AR Base Movement Speed RW Recipe
Base 33 270--
Runeforged 33 270-0.0569 Verisium×105
Runemastered 45 231-0.05126 Verisium×320Medved's Crest of the Circle×1
  • +(60-80) to max Life+(60-80) to maximum Life
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • +(5-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-10) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 25 % reduced Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Dur.
    25 % reduced Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Duration
  • Recover 5 % of max Life for each Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    consumed
    Recover 5 % of maximum Life for each Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    consumed

Elevore Lv. 33+

Elevore

Base stats

Base
Hunter HoodHunter Hood
DexDexterity
48
EvasionEvasion Rating
253253
Ezomyte
Version Lvl EV RW Recipe
Base 33 253-
Runeforged 33 25349 Verisium×90
Runemastered 40 11775 Verisium×330Medved's Crest of the Circle×1
  • (50-80) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (50-80) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    gain 1 charge per Second
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    gain 1 charge per Second
  • +(1-2) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    +(1-2) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots

Bushwhack Lv. 33+

Bushwhack

Base stats

Base
Lizardscale BootsLizardscale Boots
DexDexterity
45
EvasionEvasion Rating
208208
Ezomyte
Version Lvl EV RW Recipe
Base 33 208-
Runeforged 33 20836 Verisium×70
Runemastered 40 17442 Verisium×220Medved's Crest of the Circle×1
  • (15-25) % inc. Move.Spd(15-25) % increased Movement Speed
  • (50-80) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (50-80) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(10-20) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-20) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • PhysicalPhysical

    10% increased Physical Damage
    Dmg is PinningPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as Immobilised .
    PhysicalPhysical

    10% increased Physical Damage
    Damage is PinningPin

    Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as Immobilised .

The Vile Knight Lv. 33+

The Vile Knight

Base stats

Base
Shielded HelmShielded Helm
StrStrength
27
DexDexterity
27
Armour
174174
EvasionEvasion Rating
156156
Ezomyte
Version Lvl AR EV RW Recipe
Base 33 174156-
Runeforged 33 1748744 Verisium×90
Runemastered 55 19297122 Verisium×450Medved's Crest of the Circle×1
  • (60-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (60-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(75-125) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(75-125) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (10-15) Life Regeneration per second(10-15) Life Regeneration per second
  • Deal 4 % inc. Dmg with HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    to Rare or UniqueRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    Enemies for each second they've ever been in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    , up to a max of 200%
    Deal 4 % increased Damage with HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    to Rare or UniqueRare or Unique

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    Enemies for each second they've ever been in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    , up to a maximum of 200%

Obern's Bastion Lv. 33+

Obern's Bastion

Base stats

Base
Stacked SabatonsStacked Sabatons
StrStrength
26
DexDexterity
26
Armour
210210
EvasionEvasion Rating
187187
Ezomyte
Version Lvl AR EV RW Recipe Version details
Base 33 210187-
Runeforged 33 2106534 Verisium×70
Runemastered 40 49715521 Verisium×390Vorana's Crest of the Scythe×1
Runemastered details
  • 10 % increased Movement Speed
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (20-25) Life Regeneration per second(20-25) Life Regeneration per second
  • 200 % inc. Stun RecoveryStun Recovery

    Increasing your Stun Recovery causes you to recover more quickly from being Stunned .
    200 % increased Stun RecoveryStun Recovery

    Increasing your Stun Recovery causes you to recover more quickly from being Stunned .
  • (30-50) % reduced ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    Dur. on you
    (30-50) % reduced ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    Duration on you
  • (30-50) % reduced FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Dur. on you
    (30-50) % reduced FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Duration on you
  • (30-50) % reduced ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    duration on you
    (30-50) % reduced ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    duration on you

Starkonja's Head Lv. 50+

Starkonja's Head

Base stats

Base
Leatherbound HoodLeatherbound Hood
DexDexterity
71
EvasionEvasion Rating
462462
Ezomyte
Version Lvl EV RW Recipe
Base 50 462-
Runeforged 50 46256 Verisium×185
Runemastered 65 53228 Verisium×2760Uhtred's Crest of the Chalice×1
  • (100-200) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (100-200) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • (15-25) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (15-25) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(30-40) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(30-40) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • 150 % inc. Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating when on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    150 % increased Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating when on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
  • 15 % of Dmg from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    is taken from your Dmgable CompanionCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    's Life before you
    15 % of Damage from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    is taken from your Damageable CompanionCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    's Life before you

Chernobog's Pillar Lv. 65+

Chernobog's Pillar

Base stats

Base
Blacksteel Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Blacksteel Tower ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
91
Block chance
26%26%
Armour
414414
Ezomyte
Version Lvl Block % AR Base Movement Speed RW Recipe
Base 65 26%414--
Runemastered 65 26%208-0.0388 Verisium×5000Uhtred's Crest of the Chalice×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(30-40) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(30-40) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(23-29) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(23-29) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(150-200) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(150-200) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical 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 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage per 1 % Chance to BlockBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical 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 FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage per 1 % Chance to BlockBlock chance

    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Runeseeker's Call Lv. 65+

Runeseeker's Call

Base stats

Base
Runic ForkRunic Fork
IntIntelligence
114
Ezomyte
VersionRecipe
Runemastered Runic ForkExceptional Verisium×50Olroth's Crest of the Sun×1
  • Grants Skill: Level 15 The Stars AnswerGrants Skill: Level 15 The Stars Answer
  • Only RunesRunes

    Runes are Augments of Kalguuran origin and make.
    can be Socketed in this item
    Only RunesRunes

    Runes are Augments of Kalguuran origin and make.
    can be Socketed in this item
  • 200 % inc. effect of Socketed RunesRunes

    Runes are Augments of Kalguuran origin and make.
    200 % increased effect of Socketed RunesRunes

    Runes are Augments of Kalguuran origin and make.
  • Has 5 Augment Sockets (Hidden)Has 5 Augment Sockets (Hidden)
The Stars Answer

Spell · Level 15

  • Spell
  • Buff
  • AoE
  • Trigger
  • Physical
  • Cold
  • Duration

Req: Level 90+

Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.

  • Level: 15 - 20Level: 15 - 20
  • Cost: 10000 ManaCost: 10000 Mana
  • Cast: 2.00 secCast Time: 2.00 sec

The Stars Answer

  • Cannot be cast if you have less than 10000 Mana Cannot be cast if already activeCannot be cast if you have less than 10000 Mana Cannot be cast if already active
  • Targeting radius is 8 mTargeting radius is 8 metres
  • Triggers Starfall every 0.3 seconds, targeting enemies if ableTriggers Starfall every 0.3 seconds, targeting enemies if able
  • 50 % inc. Starfall Trigger frequency per enemy in radius after the first, up to a max of 200 %50 % increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200 %
  • Starfall creates a large star every 15 times TriggeredStarfall creates a large star every 15 times Triggered
  • Starfall cannot cannot target the same enemy with large stars more than once every 2 secondsStarfall cannot cannot target the same enemy with large stars more than once every 2 seconds

Small Star

Cost
0 Mana0 Mana
Cast Time
InstantInstant
Critical Hit Chance
8.00%8.00%
  • Deals (114 - 240) to (170 - 361) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (114 - 240) to (170 - 361) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Deals (114 - 240) to (170 - 361) ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Dmg
    Deals (114 - 240) to (170 - 361) ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Damage
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • q20: (0 - 20) % inc. AoE(0 - 20) % increased Area of Effect

Large Star

Critical Hit Chance
12.00%12.00%
  • Impact radius is 0.8 mImpact radius is 0.8 metres
  • Chilled GroundChilled_Ground

    Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
    duration is 5 seconds
    Chilled GroundChilled_Ground

    Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.
    duration is 5 seconds
  • Deals (170 - 361) to (256 - 541) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (170 - 361) to (256 - 541) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Deals (170 - 361) to (256 - 541) ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Dmg
    Deals (170 - 361) to (256 - 541) ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    Damage

Adonia's Ego Lv. 65+

Adonia's Ego

Base stats

Base
Siphoning WandSiphoning Wand
IntIntelligence
23
Ezomyte
  • Grants Skill: Power SiphonGrants Skill: Power Siphon
  • Grants Skill: Level 15 Pinnacle of PowerGrants Skill: Level 15 Pinnacle of Power
  • +(100-150) to max Mana+(100-150) to maximum Mana
  • +3 to Level of all SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skills
    +3 to Level of all SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skills
  • (15-30) % inc. Cast Speed(15-30) % increased Cast Speed
  • -10 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    per Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    -10 % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    per Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • (-1-1) to Maximum Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    (-1-1) to Maximum Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • power siphon unique elemental art variation [1]power siphon unique elemental art variation [1]
  • visual use power charges elemental epk [1]visual use power charges elemental epk [1]
Power Siphon

Spell

  • Spell
  • Physical

Req: Level 90+

Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
, granting a Power ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
. Can only target Enemies in Culling range.
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
, granting a Power ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
. Can only target Enemies in Culling range.

  • Level: 15 - 20Level: 15 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cast: 0.70 secCast Time: 0.70 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 15.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 15.00%
  • Deals (56 - 109) to (104 - 202) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Deals (56 - 109) to (104 - 202) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (0 - 76) % chance to grant an additional Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on Cull
    (0 - 76) % chance to grant an additional Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on Cull
  • q20: (0 - 10) % chance to grant an additional Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on Cull
    (0 - 10) % chance to grant an additional Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on Cull
Pinnacle of Power

Spell · Level 15

  • Spell
  • Buff
  • Lightning
  • Cold
  • Fire
  • Duration
  • Conditional

Req: Level 90+

ConsumeConsume

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.
all Power 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 Power. By default players can have up to 3 of each type of Charge at once.
to master the elements, gaining Elemental DamageElementalDamage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
and the ability to apply Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
with other damage types. Can only be used while you have maximum Power 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 Power. By default players can have up to 3 of each type of Charge at once.
.
ConsumeConsume

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.
all Power 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 Power. By default players can have up to 3 of each type of Charge at once.
to master the elements, gaining Elemental DamageElementalDamage

The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
and the ability to apply Elemental AilmentsElemental_Ailments

Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute .
with other damage types. Can only be used while you have maximum Power 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 Power. By default players can have up to 3 of each type of Charge at once.
.

  • Level: 20Level: 20
  • Cost: (93 - 0) ManaCost: (93 - 0) Mana
  • Cooldown: 4.00 sCooldown Time: 4.00 s
  • Cast: InstantCast Time: Instant
  • Buff duration is 5 seconds per Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
    Buff duration is 5 seconds per Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
  • 15 % more Ele.DmgElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    per Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Consumed Buff causes all Ele.DmgElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    to Contribute to Flammability and IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    Magnitudes , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    chance, and FreezeFreeze

    Freeze is an Ailment 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 .
    buildup
    15 % more Elemental DamageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    per Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Consumed Buff causes all Elemental DamageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    to Contribute to Flammability and IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    Magnitudes , ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    chance, and FreezeFreeze

    Freeze is an Ailment 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 .
    buildup
  • q20: +(0 - 2) % more Ele.DmgElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    per Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Consumed
    +(0 - 2) % more Elemental DamageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    per Power ChargeCharges

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Consumed

Fists of Stone Fists of Stone

Fists of Stone

Base stats

Base
Fists of StoneFists of Stone
  • Way of the Stonefist transforms equipped gloves into Fists of Stone while equipped.Way of the Stonefist transforms equipped gloves into Fists of Stone while equipped.
  • Explicit modifiers on those gloves are transformed into more powerful related modifiers.Explicit modifiers on those gloves are transformed into more powerful related modifiers.
  • Ignore Attribute req. to equip Gloves.Ignore Attribute Requirements to equip Gloves.

Facebreaker Lv. 1+ Fists of Stone

Facebreaker

Base stats

Base
Fists of StoneFists of Stone
Ezomyte
  • Grants Skill: Level 1 Smash to SmithereensGrants Skill: Level 1 Smash to Smithereens
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • Has 9 to 14 Fire damage, +3 to +5 per Boss's Face BrokenBoss's Face Broken

    Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter. "Rare Monster Encounter" icons do not provide any bonus when broken.
    Has 9 to 14 Fire damage, +3 to +5 per Boss's Face BrokenBoss's Face Broken

    Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter. "Rare Monster Encounter" icons do not provide any bonus when broken.
  • +0.3 m to MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range while Unarmed
    +0.3 metres to MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    StrikeStrike

    A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range while Unarmed
  • Gain 1% of Unarmed DmgUnarmed Damage

    Unarmed Damage refers to the Hit Damage of Unarmed Attacks . As such, Unarmed Damage is always Attack HitDamage . Players' base Unarmed Damage is Physical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength . Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
    as extra Fire damage per 5 Int
    Gain 1% of Unarmed DamageUnarmed Damage

    Unarmed Damage refers to the Hit Damage of Unarmed Attacks . As such, Unarmed Damage is always Attack HitDamage . Players' base Unarmed Damage is Physical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength . Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
    as extra Fire damage per 5 Intelligence
  • 1% inc. AoE for Unarmed AttacksUnarmed Attacks

    Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon . Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
    per 10 Int
    1% increased Area of Effect for Unarmed AttacksUnarmed Attacks

    Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon . Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
    per 10 Intelligence
  • Can AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    as though using a One Handed MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks

    Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon . Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
    that would use an EquippedEquipped

    Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    One Hand MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    's damage use this Item's damage
    Can AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    as though using a One Handed MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks

    Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon . Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks.
    that would use an EquippedEquipped

    Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
    One Hand MaceMace

    Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    's damage use this Item's damage
  • local display facebreaker damage imitation weapon [1]local display facebreaker damage imitation weapon [1]
  • UnmodifiableUnmodifiable
Smash to Smithereens

Item Skill · Level 1

  • AoE
  • Trigger
  • Fire

Req: Level 90+

Blows strong enough to 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
an enemy reverberate in an area around the enemy and heavily 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.
.
Blows strong enough to 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
an enemy reverberate in an area around the enemy and heavily 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.
.

  • Level: 1 - 20Level: 1 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Cooldown: 0.50 sCooldown Time: 0.50 s
  • Atk Dmg: (130 - 531)% of baseAttack Damage: (130 - 531)% of base
  • Requires Level: (1-90)Requires Level: (1-90)
  • Requires: Any Martial WeaponMartialWeapon

    Martial Weapons can be used to Attack . Axes , Bows , Claws , CrossbowsCrossbow , Daggers , Flails , MacesMace , Quarterstaves , SpearsSpear , Swords , and Talismans are Martial Weapons.
    , UnarmedUnarmed

    You are considered Unarmed while you have no equipped Martial or Caster Weapon .
    Requires: Any Martial WeaponMartialWeapon

    Martial Weapons can be used to Attack . Axes , Bows , Claws , CrossbowsCrossbow , Daggers , Flails , MacesMace , Quarterstaves , SpearsSpear , Swords , and Talismans are Martial Weapons.
    , UnarmedUnarmed

    You are considered Unarmed while you have no equipped Martial or Caster Weapon .
  • 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.
    equal to 200% of FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Dmg dealt
    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.
    equal to 200% of FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Damage dealt
  • Converts 100% of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
    Converts 100% of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
  • Triggers when you 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    an enemy
    Triggers when you 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    an enemy
  • Impact radius is 1.6 mImpact radius is 1.6 metres

Northpaw Lv. 1+ Fists of Stone

Northpaw

Base stats

Base
Fists of StoneFists of Stone
Ezomyte
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • Has +2 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level
    Has +2 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level
  • Has +1 to max 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.
    per player level
    Has +1 to maximum 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.
    per player level
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (11-15) % of Dmg as Extra PhysicalPhysical

    10% increased Physical Damage
    Dmg
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (11-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (15-20) % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    (15-20) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • +(3-6) % to Unarmed Melee AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(3-6) % to Unarmed Melee AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • UnmodifiableUnmodifiable

Painter's Servant Lv. 1+ Fists of Stone

Painter's Servant

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (6-15) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as Extra Physical damage
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (6-15) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as Extra Physical damage
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (6-15) % of ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage as Extra Physical damage
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (6-15) % of ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    damage as Extra Physical damage
  • GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (6-15) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage as Extra Physical damage
    GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (6-15) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage as Extra Physical damage
  • PhysicalPhysical

    10% increased Physical Damage
    damage from Hits Contributes to Flammability and | IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    Magnitudes , FreezeFreeze

    Freeze is an Ailment 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 .
    Buildup, and ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    Chance
    PhysicalPhysical

    10% increased Physical Damage
    damage from Hits Contributes to Flammability and | IgniteIgnite

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . FireFire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more FireFire damage inflict stronger Ignites. The base Magnitude of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . 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 Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage.
    Magnitudes , FreezeFreeze

    Freeze is an Ailment 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 .
    Buildup, and ShockShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. LightningLightning damage from Hits Contributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt.
    Chance
  • UnmodifiableUnmodifiable

Plaguefinger Lv. 4+ Fists of Stone

Plaguefinger

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (8-12) % chance to gain Onslaught for 4 seconds on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (8-12) % chance to gain Onslaught for 4 seconds on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (30-40) % inc. Magnitude of PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    you inflict with Critical HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (30-40) % increased Magnitude of PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    you inflict with Critical HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Critical HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    the enemy
    Critical HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    the enemy
  • UnmodifiableUnmodifiable

Gravebind Lv. 5+ Fists of Stone

Gravebind

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • (15-20) % more Global ER and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • 20 % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found | Your other Modifiers to Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found do not apply
    20 % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found | Your other Modifiers to Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found do not apply
  • Recover 3 % of max Life on KillRecover 3 % of maximum Life on Kill
  • Recover 3 % of max Mana on KillRecover 3 % of maximum Mana on Kill
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    killed by anyone count as being killed by you instead
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    killed by anyone count as being killed by you instead
  • (30-50) % chance to gain Volatility on Kill(30-50) % chance to gain Volatility on Kill
  • UnmodifiableUnmodifiable

Jarngreipr Lv. 6+ Fists of Stone

Jarngreipr

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ES
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (10-15) % of Dmg as Extra PhysicalPhysical

    10% increased Physical Damage
    Dmg
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (6-8) % more damage taken while on Low Life(6-8) % more damage taken while on Low Life
  • (10-15) % chance to gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (10-15) % chance to gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Dex can satisfy other AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req. of MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Weapons and MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Skills
    Dexterity can satisfy other AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements of MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Weapons and MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Skills
  • UnmodifiableUnmodifiable

Grip of Winter Lv. 11+ Fists of Stone

Grip of Winter

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ES
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (10-15) % of Dmg as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • +(2-3) % to Maximum Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(2-3) % to Maximum Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(15-25) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • All Dmg from Hits Contributes to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    All Damage from Hits Contributes to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    MagnitudeMagnitude

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
  • All Dmg from Hits Contributes to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    All Damage from Hits Contributes to FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
  • UnmodifiableUnmodifiable

Treefingers Lv. 11+ Fists of Stone

Treefingers

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating and 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.
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating and 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.
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (10-15) % of Dmg as Extra PhysicalPhysical

    10% increased Physical Damage
    Dmg
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (10-15) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage
  • 5 % reduced Cast Speed5 % reduced Cast Speed
  • (15-20) % inc. AoE for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    (15-20) % increased Area of Effect for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • (20-30) % inc. Immobilisation buildup(20-30) % increased Immobilisation buildup
  • Hollow Palm TechniqueHollow Palm Technique
  • UnmodifiableUnmodifiable

Candlemaker Lv. 12+ Fists of Stone

Candlemaker

Base stats

Base
Fists of StoneFists of Stone
Ezomyte
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • (10-15) % more Global ER and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • Attacks Gain (4-7) % of Dmg as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    Attacks Gain (4-7) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • Attacks Gain (4-7) % of Dmg as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Dmg
    Attacks Gain (4-7) % of Damage as Extra ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun .
    Damage
  • +(2-3) % to Maximum Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(2-3) % to Maximum Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(15-25) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (30-50) % inc. ChillChill

    Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    Dur. on you
    (30-50) % increased ChillChill

    Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    Duration on you
  • Enemies Ignited or Chilled by you have (-25--15) % to Elemental ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Enemies Ignited or Chilled by you have (-25--15) % to Elemental ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • UnmodifiableUnmodifiable

Aurseize Lv. 16+ Fists of Stone

Aurseize

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ES
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    2 % of max Life on Kill
    LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    2 % of maximum Life on Kill
  • (50-80) % inc. Quantity of Gold Dropped by Slain Enemies(50-80) % increased Quantity of Gold Dropped by Slain Enemies
  • UnmodifiableUnmodifiable

Doedre's Tenure Lv. 16+ Fists of Stone

Doedre's Tenure

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • Has +2 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating per player level
    Has +2 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating per player level
  • Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level
    Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level
  • (15-25) % reduced Atk Speed(15-25) % reduced Attack Speed
  • 100 % inc. Atk Dmg100 % increased Attack Damage
  • 15 % inc. Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
    15 % increased Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
  • UnmodifiableUnmodifiable

Killjoy Lv. 16+ Fists of Stone

Killjoy

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • +(30-50) to max Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    +(30-50) to maximum Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
  • (6-7) % less damage taken while on Low Life(6-7) % less damage taken while on Low Life
  • +(1-2) % to CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance
    +(1-2) % to CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance
  • On-Kill Effects happen twiceOn-Kill Effects happen twice
  • Recover 1 % of max Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    on Kill
    Recover 1 % of maximum Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    on Kill
  • UnmodifiableUnmodifiable

Lochtonial Caress Lv. 16+ Fists of Stone

Lochtonial Caress

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • Has +1 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating per player level
    Has +1 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating per player level
  • Has +1 to max 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.
    per player level
    Has +1 to maximum 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.
    per player level
  • (7-9) % less damage taken while on Low Life(7-9) % less damage taken while on Low Life
  • (13-20) % inc. Atk Speed(13-20) % increased Attack Speed
  • Cannot Leech ManaCannot Leech Mana
  • (5-10) % chance to grant a Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    on Hit
    (5-10) % chance to grant a Endurance ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    on Hit
  • (5-10) % chance to grant a Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    on Hit
    (5-10) % chance to grant a Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    on Hit
  • (5-10) % chance to grant a Frenzy ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    on Hit
    (5-10) % chance to grant a Frenzy ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    to AlliesAllies

    Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.
    in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    on Hit
  • UnmodifiableUnmodifiable

Shackles of the Wretched Lv. 16+ Fists of Stone

Shackles of the Wretched

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • (10-15) % more Global ER and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (4-6) % reduced Move.Spd while Cursed(4-6) % reduced Movement Speed while Cursed
  • Enemies you CurseCurses

    Fallback hint: no keyword description was found for this term.
    take (20-30) % inc. Dmg
    Enemies you CurseCurses

    Fallback hint: no keyword description was found for this term.
    take (20-30) % increased Damage
  • CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict are reflected back to you
    CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict are reflected back to you
  • (15-20) % more damage taken while Cursed(15-20) % more damage taken while Cursed
  • UnmodifiableUnmodifiable

Kitoko's Current Lv. 26+ Fists of Stone

Kitoko's Current

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • (10-15) % more Global ER and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (10-15) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    and Cast Speed
    (10-15) % reduced AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    and Cast Speed
  • All damage with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    Buildup
    All damage with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ElectrocutionElectrocution

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    Buildup
  • +(20-40) % Surpassing chance to fire an additional ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    +(20-40) % Surpassing chance to fire an additional ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • UnmodifiableUnmodifiable

Dreadfist Lv. 27+ Fists of Stone

Dreadfist

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating and 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.
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating and 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.
  • +(1.5-2) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(1.5-2) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • (25-35) % inc. ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    (25-35) % increased ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • Deal your ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage to enemies you Critically Hit with Melee Attacks
    Deal your ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage to enemies you Critically Hit with Melee Attacks
  • (24-35) to (36-57) Cold ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (24-35) to (36-57) Cold ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
  • UnmodifiableUnmodifiable

Idle Hands Lv. 28+ Fists of Stone

Idle Hands

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ES
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • 25 % more AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    damage while on Low Mana
    25 % more AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    damage while on Low Mana
  • (10-20) % chance to Blind Enemies on Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    (10-20) % chance to Blind Enemies on Hit with AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • (10-15) % inc. Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
    (10-15) % increased Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
  • You are considered on Low Mana while at 50 % of max Mana or below insteadYou are considered on Low Mana while at 50 % of maximum Mana or below instead
  • UnmodifiableUnmodifiable

Atziri's Acuity Lv. 33+ Fists of Stone

Atziri's Acuity

Base stats

Base
Fists of StoneFists of Stone
  • Grants Skill: Level 1 Herald of the Royal QueenGrants Skill: Level 1 Herald of the Royal Queen
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (20-25) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating and 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.
    (20-25) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating and 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.
  • (12-15) % less damage taken while on Low Life(12-15) % less damage taken while on Low Life
  • LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (13-17) % of PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Dmg as Life
    LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    (13-17) % of PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Damage as Life
  • LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    Life (20-25) % slower
    LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    Life (20-25) % slower
  • 10 % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt by your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    causes Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt by your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    causes Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
  • Eternal YouthEternal Youth
  • UnmodifiableUnmodifiable
Herald of the Royal Queen

Buff · Level 9

  • Buff
  • Attack
  • Persistent
  • AoE
  • Physical
  • Herald
  • Payoff

Req: Level 90+

Killing an enemy with Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals PhysicalPhysical

10% increased Physical Damage
Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
. The explosion destroys their 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.
if the enemy was Normal or Magic .
Killing an enemy with Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals PhysicalPhysical

10% increased Physical Damage
Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
. The explosion destroys their 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.
if the enemy was Normal or Magic .

  • Level: 9 - 20Level: 9 - 20

Buff

  • Enemies with Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    you kill explode
    Enemies with Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    you kill explode
  • q20: Deals (0 - 10) % more damageDeals (0 - 10) % more damage

Explosion

  • Can't be EvadedCan't be Evaded
  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
  • Deals +(14 - 25) % of exploded enemy's Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Atk Dmg
    Deals +(14 - 25) % of exploded enemy's Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Attack Damage
Herald of the Royal Queen

Buff · Level 1

  • Buff
  • Attack
  • Persistent
  • AoE
  • Physical
  • Herald
  • Payoff

Req: Level 90+

Killing an enemy with Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals PhysicalPhysical

10% increased Physical Damage
Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
. The explosion destroys their 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.
if the enemy was Normal or Magic .
Killing an enemy with Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals PhysicalPhysical

10% increased Physical Damage
Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
. The explosion destroys their 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.
if the enemy was Normal or Magic .

  • Level: 9 - 20Level: 9 - 20

Buff

  • Enemies with Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    you kill explode
    Enemies with Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    you kill explode
  • q20: Deals (0 - 10) % more damageDeals (0 - 10) % more damage

Explosion

  • Can't be EvadedCan't be Evaded
  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
  • Deals +(14 - 25) % of exploded enemy's Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Atk Dmg
    Deals +(14 - 25) % of exploded enemy's Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Attack Damage

Blueflame Bracers Lv. 33+ Fists of Stone

Blueflame Bracers

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • Has +1 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating per player level
    Has +1 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating per player level
  • Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level
    Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level
  • +1 % to Maximum Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +1 % to Maximum Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(5-15) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(5-15) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Gain (10-20) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage as Extra Lightning damage
    Gain (10-20) % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage as Extra Lightning damage
  • (10-15) % inc. Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
    (10-15) % increased Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
  • 100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to Lightning damage
    100 % of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to Lightning damage
  • UnmodifiableUnmodifiable

Deathblow Lv. 33+ Fists of Stone

Deathblow

Base stats

Base
Fists of StoneFists of Stone
Ezomyte
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ES
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • Recover 3 % of max Life on KillRecover 3 % of maximum Life on Kill
  • Recover 3 % of max Mana on KillRecover 3 % of maximum Mana on Kill
  • Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.
    Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.
  • (30-40) % inc. Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.
    Threshold if you've dealt a Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.
    Recently
    (30-40) % increased Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.
    Threshold if you've dealt a Culling StrikeCulling Strike

    Culling Strikes 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 Hit is applied.
    Recently
  • UnmodifiableUnmodifiable

Demon Stitcher Lv. 33+ Fists of Stone

Demon Stitcher

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • +(60-80) to max Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    +(60-80) to maximum Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
  • +(130-160) to max Life+(130-160) to maximum Life
  • (9-15) % inc. Atk Speed(9-15) % increased Attack Speed
  • SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy 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.
    (10-30) % of max Life to gain half that much Ward when you Attack
    SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy 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.
    (10-30) % of maximum Life to gain half that much Runic Ward when you Attack
  • UnmodifiableUnmodifiable

Hand of Wisdom and Action Lv. 33+ Fists of Stone

Hand of Wisdom and Action

Base stats

Base
Fists of StoneFists of Stone
Corrupted
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (11-13) % inc. DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    (11-13) % increased DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (5-10) % inc. IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    (5-10) % increased IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • 1 % inc. AoE per 20 IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    1 % increased Area of Effect per 20 IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • Adds 6 to 8 Cold.Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    per 20 DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    Adds 6 to 8 Cold Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    per 20 DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • UnmodifiableUnmodifiable

Snakebite Lv. 33+ Fists of Stone

Snakebite

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ES
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • +1 % to Maximum Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +1 % to Maximum Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(7-17) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-17) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Regenerate (0.5-1.5) % of max Life per secondRegenerate (0.5-1.5) % of maximum Life per second
  • Targets can be affected by two of your ChillChill

    Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    s at the same time
    Targets can be affected by two of your ChillChill

    Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    s at the same time
  • (20-30) % inc. Magnitude of ChillChill

    Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    you inflict
    (20-30) % increased Magnitude of ChillChill

    Chill is an Ailment that SlowsSlow the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental_Ailments Threshold , with a minimum of 30% and a default maximum of 50%. ColdCold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    you inflict
  • UnmodifiableUnmodifiable

Maligaro's Virtuosity Lv. 45+ Fists of Stone

Maligaro's Virtuosity

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ES
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • (20-30) % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    (20-30) % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • 10 % chance to gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    10 % chance to gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    chance for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    is (25-40) %
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    chance for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    is (25-40) %
  • +(45-60) % Surpassing chance to fire an additional ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    +(45-60) % Surpassing chance to fire an additional ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • UnmodifiableUnmodifiable

Nightscale Lv. 45+ Fists of Stone

Nightscale

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • (15-25) % more Global ER and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-25) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (40-60) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (40-60) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +2 % to Maximum Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +2 % to Maximum Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(20-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • You have no Mana RegenerationYou have no Mana Regeneration
  • 15 % inc. Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
    15 % increased Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
  • (100-150) % inc. amount of Mana Leeched if you've dealt a Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    RecentlyRecently

    Recently refers to the past 4 seconds.
    (100-150) % increased amount of Mana Leeched if you've dealt a Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    RecentlyRecently

    Recently refers to the past 4 seconds.
  • UnmodifiableUnmodifiable

The Prisoner's Manacles Lv. 45+ Fists of Stone

The Prisoner's Manacles

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • (20-25) % more Global ER and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (20-25) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (10-12) % less damage taken while on Low Life(10-12) % less damage taken while on Low Life
  • 100 % inc. AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req.
    100 % increased AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements
  • +(2-3) % to Maximum Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(2-3) % to Maximum Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(15-25) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Your Hits cannot 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    enemies
    Your Hits cannot 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    enemies
  • Regenerate (1.5-3) % of max Life per secondRegenerate (1.5-3) % of maximum Life per second
  • (25-50) % inc. Immobilisation buildup(25-50) % increased Immobilisation buildup
  • UnmodifiableUnmodifiable

Valako's Vice Lv. 45+ Fists of Stone

Valako's Vice

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ES
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • 10 % chance to gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    10 % chance to gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Gain (15-25) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as Extra Cold damage
    Gain (15-25) % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    damage as Extra Cold damage
  • 100 % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to Cold.Dmg
    100 % of LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage ConvertedConverted

    Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
    to Cold Damage
  • (10-14) % inc. AoE for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    (10-14) % increased Area of Effect for AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • +(25-50) % Surpassing chance to fire an additional ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    +(25-50) % Surpassing chance to fire an additional ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • UnmodifiableUnmodifiable

Aerisvane's Wings Lv. 52+ Fists of Stone

Aerisvane's Wings

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ES
    (10-15) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • 10 % chance to gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    10 % chance to gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • (20-25) % inc. Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
    (20-25) % increased Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
  • Deal Double Dmg to Enemies that are on Full LifeDeal Double Damage to Enemies that are on Full Life
  • UnmodifiableUnmodifiable

Empire's Grasp Lv. 52+ Fists of Stone

Empire's Grasp

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating and 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.
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating and 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.
  • Recover 3 % of max Life on KillRecover 3 % of maximum Life on Kill
  • KnockbackKnocks Back

    Knockback pushes Enemies away when Hit .
    direction is reversed
    KnockbackKnocks Back

    Knockback pushes Enemies away when Hit .
    direction is reversed
  • (18-24) % inc. AoE for Attacks(18-24) % increased Area of Effect for Attacks
  • Atk Dmg with Hits is Lucky while you are SurroundedAttack Damage with Hits is Lucky while you are Surrounded
  • UnmodifiableUnmodifiable

Essentia Sanguis Lv. 52+ Fists of Stone

Essentia Sanguis

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +2 % to Maximum Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +2 % to Maximum Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(25-35) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(25-35) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (20-30) % inc. Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
    (20-30) % increased Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate
  • Mana Leech effects also Recover ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Mana Leech effects also Recover Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (17-21) % of Dmg as Extra LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (17-21) % of Damage as Extra LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • UnmodifiableUnmodifiable

Leopold's Applause Lv. 52+ Fists of Stone

Leopold's Applause

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to Evasion Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • (15-20) % more Global ER and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global Evasion Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (15-25) % more Attack damage while on Low Mana(15-25) % more Attack damage while on Low Mana
  • +(15-25) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(15-25) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Ele.DmgElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    from your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    is Resisted by the enemy's lowest ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    Elemental DamageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    from your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    is Resisted by the enemy's lowest ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (15-25) % inc. Quantity of Gold Dropped by Slain Enemies(15-25) % increased Quantity of Gold Dropped by Slain Enemies
  • UnmodifiableUnmodifiable

Hateforge Lv. 60+ Fists of Stone

Hateforge

Base stats

Base
Fists of StoneFists of Stone
Corrupted
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to ER per player level | Has +1 to max ES per player level | local level requirement override [1]Has +3 to Evasion Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • +(70-100) to max Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
    +(70-100) to maximum Runic WardWard

    Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage. Runic Ward constantly regenerates at a default rate of 5% per second. Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled .
  • Gain (6-8) 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 Hit every 0.5 seconds can cause you to gain Rage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Gain (6-8) 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 Hit every 0.5 seconds can cause you to gain Rage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Lose all 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 Hit every 0.5 seconds can cause you to gain Rage.
    on reaching Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
    Lose all 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 Hit every 0.5 seconds can cause you to gain Rage.
    on reaching Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
  • (-10-10) to Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
    (-10-10) to Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
  • Recover (3-5) % of max Ward on reaching Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
    Recover (3-5) % of maximum Runic Ward on reaching Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
  • UnmodifiableUnmodifiable

Death Articulated Lv. 65+ Fists of Stone

Death Articulated

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ES
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • (10-15) % chance to gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (10-15) % chance to gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • +2 % to Maximum Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +2 % to Maximum Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Regenerate 5 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 Hit every 0.5 seconds can cause you to gain Rage.
    per second
    Regenerate 5 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 Hit every 0.5 seconds can cause you to gain Rage.
    per second
  • LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of max Mana per Second
    LoseLose

    Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.
    5 % of maximum Mana per Second
  • No Inherent loss of 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 Hit every 0.5 seconds can cause you to gain Rage.
    No Inherent loss of 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 Hit every 0.5 seconds can cause you to gain Rage.
  • UnmodifiableUnmodifiable

Horror's Flight Lv. 65+ Fists of Stone

Horror's Flight

Base stats

Base
Fists of StoneFists of Stone
  • Grants Skill: Level 1 Crushing FearGrants Skill: Level 1 Crushing Fear
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ES per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy Shield per player level | local level requirement override [1]
  • (20-25) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ES
    (20-25) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy Shield
  • +(25-35) % Surpassing chance to fire an additional ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    +(25-35) % Surpassing chance to fire an additional ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
  • Gain 1 Fear Overwhelming when you CullCulling Strike

    Culling Strikes 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 Hit is applied.
    a target
    Gain 1 Fear Overwhelming when you CullCulling Strike

    Culling Strikes 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 Hit is applied.
    a target
  • AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (17-23) % of Dmg as extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Dmg
    AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Gain (17-23) % of Damage as extra ChaosChaos

    Fallback hint: no keyword description was found for this term.
    Damage
  • UnmodifiableUnmodifiable
Crushing Fear

Attack · Level 15

  • Attack
  • AoE
  • Melee
  • Strike
  • Physical
  • Chaos

Req: Level 90+

Dash to an enemy and StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.
Dash to an enemy and StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

  • Level: 15 - 20Level: 15 - 20
  • Cost: (6 - 42) ManaCost: (6 - 42) Mana
  • Atk Speed: 75% of baseAttack Speed: 75% of base
  • Atk Dmg: (110 - 343)% of baseAttack Damage: (110 - 343)% of base

Strike

  • Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
  • 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.
    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.
  • Can't be EvadedCan't be Evaded
  • q20: (0 - 10) % more AoE(0 - 10) % more Area of Effect

Shockwave

Attack Damage
(400 - 1449)%(400 - 1449)%
  • Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
  • 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.
    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.
  • Can't be EvadedCan't be Evaded
  • 5 % more AoE per Power of killed target5 % more Area of Effect per Power of killed target
  • 10 % more Dmg per Power of killed target10 % more Damage per Power of killed target
Crushing Fear

Attack · Level 1

  • Attack
  • AoE
  • Melee
  • Strike
  • Physical
  • Chaos

Req: Level 90+

Dash to an enemy and StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.
Dash to an enemy and StrikeStrike

A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.

  • Level: 15 - 20Level: 15 - 20
  • Cost: (6 - 42) ManaCost: (6 - 42) Mana
  • Atk Speed: 75% of baseAttack Speed: 75% of base
  • Atk Dmg: (110 - 343)% of baseAttack Damage: (110 - 343)% of base

Strike

  • Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
  • 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.
    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.
  • Can't be EvadedCan't be Evaded
  • q20: (0 - 10) % more AoE(0 - 10) % more Area of Effect

Shockwave

Attack Damage
(400 - 1449)%(400 - 1449)%
  • Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken.
    Converts 50 % of PhysicalPhysical

    10% increased Physical Damage
    damage to Chaos damageChaos_Damage

    Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken.
  • 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.
    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.
  • Can't be EvadedCan't be Evaded
  • 5 % more AoE per Power of killed target5 % more Area of Effect per Power of killed target
  • 10 % more Dmg per Power of killed target10 % more Damage per Power of killed target

Sine Aequo Lv. 65+ Fists of Stone

Sine Aequo

Base stats

Base
Fists of StoneFists of Stone
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (15-25) % inc. Atk Speed if you've dealt a CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Recently
    (15-25) % increased Attack Speed if you've dealt a CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Recently
  • (25-35) % Surpassing chance per enemy Power to gain | Mountain's Teachings on Immobilising an enemy if | you have the Way of the Mountain Ascendancy Passive Skill(25-35) % Surpassing chance per enemy Power to gain | Mountain's Teachings on Immobilising an enemy if | you have the Way of the Mountain Ascendancy Passive Skill
  • ImmobiliseImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    enemies at 50 % buildup instead of 100%
    ImmobiliseImmobilise

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    enemies at 50 % buildup instead of 100%
  • UnmodifiableUnmodifiable

Thunderfist Lv. 65+ Fists of Stone

Thunderfist

Base stats

Base
Fists of StoneFists of Stone
  • Grants Skill: Level 1 Gelid PalmGrants Skill: Level 1 Gelid Palm
  • local hand wraps player level to use [0]local hand wraps player level to use [0]
  • Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
    Has +3 to EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating per player level | Has +1 to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per player level | local level requirement override [1]
  • (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (15-20) % more Global EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (10-15) % chance to gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (10-15) % chance to gain OnslaughtOnslaught

    Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.
    for 4 seconds on HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • +(2-3) % to Maximum Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(2-3) % to Maximum Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(10-25) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-25) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +(0.8-1.5) % to Unarmed MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    +(0.8-1.5) % to Unarmed MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • Adds 44 to 66 Cold.Dmg to Unarmed MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Hits
    Adds 44 to 66 Cold Damage to Unarmed MeleeMelee

    Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.
    Hits
  • UnmodifiableUnmodifiable
Crackling Palm

Buff · Level 15

  • Buff
  • Attack
  • Persistent
  • AoE
  • Lightning

Req: Level 90+

When you HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
with UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
Attacks , calls down lightning bolts which deal UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
Attack damage to all surrounding enemies.
When you HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
with UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
Attacks , calls down lightning bolts which deal UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
Attack damage to all surrounding enemies.

  • Level: 15 - 20Level: 15 - 20

Crackling Palm

  • q20: active skill base area of effect radius [0,2]active skill base area of effect radius [0,2]

Bolt

Attack Damage
(25 - 73)%(25 - 73)%
  • Creates a bolt of lightning when you HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with UnarmedUnarmed

    You are considered Unarmed while you have no equipped Martial or Caster Weapon .
    MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
    damage, no more than 5 times every 0.5 seconds
    Creates a bolt of lightning when you HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with UnarmedUnarmed

    You are considered Unarmed while you have no equipped Martial or Caster Weapon .
    MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
    damage, no more than 5 times every 0.5 seconds
  • Bolt impact radius is 1.4 mBolt impact radius is 1.4 metres
  • (19 - 28) to (359 - 539) Added 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.
    damage
    (19 - 28) to (359 - 539) Added 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
Gelid Palm

Item Skill · Level 1

  • Buff
  • Attack
  • Persistent
  • AoE
  • Cold

Req: Level 90+

When you HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
with UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
Attacks, projects icy wind which deal UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
Attack damage to all surrounding enemies and destroy Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
.
When you HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
with UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
MeleeMelee

Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
Attacks, projects icy wind which deal UnarmedUnarmed

You are considered Unarmed while you have no equipped Martial or Caster Weapon .
Attack damage to all surrounding enemies and destroy Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal ColdCold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsume FreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
.

  • Level: 1 - 20Level: 1 - 20
  • Requires Level: (1-90)Requires Level: (1-90)
  • Requires: UnarmedUnarmed

    You are considered Unarmed while you have no equipped Martial or Caster Weapon .
    Requires: UnarmedUnarmed

    You are considered Unarmed while you have no equipped Martial or Caster Weapon .
  • Atk Dmg: (25 - 73)%Attack Damage: (25 - 73)%
  • 50% more FreezeFreeze

    Freeze is an Ailment 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 .
    Buildup
    50% more FreezeFreeze

    Freeze is an Ailment 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 .
    Buildup
  • Creates an icy burst when you HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with UnarmedUnarmed

    You are considered Unarmed while you have no equipped Martial or Caster Weapon .
    MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjProjectile these attacks create do not count as Melee damage.
    damage, no more than 5 times every 0.5 seconds
    Creates an icy burst when you HitHit

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with UnarmedUnarmed

    You are considered Unarmed while you have no equipped Martial or Caster Weapon .
    MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage.
    damage, no more than 5 times every 0.5 seconds
  • Ice burst radius is 1.8 mIce burst radius is 1.8 metres
  • (7-198) to (11-297) Added ColdCold

    Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage
    (7-198) to (11-297) Added ColdCold

    Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun .
    damage

Seed of Cataclysm Lv. 1+

Seed of Cataclysm

Base stats

Base
Lazuli RingLazuli Ring
  • +(20-30) to max Mana+(20-30) to maximum Mana
  • (30-50) % inc. Crit%Critical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    for SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    (30-50) % increased Critical Hit ChanceCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    for SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
  • 5 % reduced Critical Spell Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    per CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    you've dealt with SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    RecentlyRecently

    Recently refers to the past 4 seconds.
    5 % reduced Critical Spell Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    per CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    you've dealt with SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    RecentlyRecently

    Recently refers to the past 4 seconds.
  • +(13-17) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(13-17) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 10 % inc. Mana Cost of Skills10 % increased Mana Cost of Skills
  • (15-30) % chance for SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg with CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    to be LuckyLucky

    Lucky things are rolled twice and the better result used.
    (15-30) % chance for SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage with CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    to be LuckyLucky

    Lucky things are rolled twice and the better result used.

Plaguefinger Lv. 4+

Plaguefinger

Base stats

Base
Gauze WrapsGauze Wraps
DexDexterity
6
IntIntelligence
6
EvasionEvasion Rating
1414
ESEnergy Shield
99
Version Lvl EV ES RW Recipe
Base 4 149-
Runeforged 4 14611 Verisium×15
Runemastered 38 --90 Verisium×230Vorana's Crest of the Scythe×1
  • (30-50) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (30-50) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (4-6) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (4-6) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • Cannot inflict Elemental AilmentsElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
    Cannot inflict Elemental AilmentsElemental Ailments

    Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .
  • (20-30) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (20-30) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • All DmgAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Magnitude
    All DamageAll Damage

    The damage types are Physical , Fire , Cold , Lightning and Chaos .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Magnitude

Dream Fragments Lv. 12+

Dream Fragments

Base stats

Base
Sapphire RingSapphire Ring
  • +(20-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (10-15) % inc. max Mana(10-15) % increased maximum Mana
  • (30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
  • You cannot be ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    or FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    You cannot be ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    or FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.

Shackles of the Wretched Lv. 16+

Shackles of the Wretched

Base stats

Base
Aged CuffsAged Cuffs
StrStrength
13
IntIntelligence
13
Armour
3636
ESEnergy Shield
1414
Version Lvl AR ES RW Recipe
Base 16 3614-
Runeforged 16 361017 Verisium×25
Runemastered 38 591318 Verisium×150Medved's Crest of the Circle×1
  • (30-50) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (30-50) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • You cannot be ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    for 6 seconds after being ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    You cannot be ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
    for 6 seconds after being ChilledChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
  • You cannot be FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    for 6 seconds after being FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    You cannot be FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
    for 6 seconds after being FrozenFrozen

    A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
  • You cannot be IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    for 6 seconds after being IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    You cannot be IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
    for 6 seconds after being IgnitedIgnite

    Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.
  • You cannot be ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    for 6 seconds after being ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    You cannot be ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    for 6 seconds after being ShockedShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
  • CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict are reflected back to you
    CursesCurses

    Fallback hint: no keyword description was found for this term.
    you inflict are reflected back to you

Bloodbarrier Lv. 16+

Bloodbarrier

Base stats

Base
Iron BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Iron BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
DexDexterity
25
Block chance
22%22%
EvasionEvasion Rating
4242
Version Lvl Block % EV RW Recipe
Base 16 22%42-
Runeforged 16 20%4217 Verisium×40
Runemastered 38 20%4545 Verisium×240Medved's Crest of the Circle×1
  • Grants Skill: ParryGrants Skill: Parry
  • (10-15) % inc. BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    (10-15) % increased BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
  • +(13-17) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(13-17) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (5-10) Life Regeneration per second(5-10) Life Regeneration per second
  • Inflict Corrupted BloodCorrupted Blood

    Corrupted Blood is a Debuff that deals Physical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    for 5 seconds on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    , dealing 50 % of | your max Life as PhysicalPhysical

    10% increased Physical Damage
    damage per second
    Inflict Corrupted BloodCorrupted Blood

    Corrupted Blood is a Debuff that deals Physical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    for 5 seconds on BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    , dealing 50 % of | your maximum Life as PhysicalPhysical

    10% increased Physical Damage
    damage per second
Parry

Attack

  • Attack
  • Melee
  • Physical
  • Duration
  • Channelling

Req: Level 90+

Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Ready your BucklerBuckler

Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to parry the next HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you would take, Blocking the HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup. You cannot Evade a HitHit

Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
you could parry, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.75 secAttack Time: 0.75 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 65% of baseAttack Damage: 65% of base
  • Can't be EvadedCan't be Evaded
  • 400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
    400 % 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 StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_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 BucklerBuckler , or riding a mount). Player PhysicalPhysical damage and MeleeMelee Damage each have 50% more Light StunLight_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 StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other.
    buildup
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Dmg from enemies within 1 metre
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    Damage from enemies within 1 metre
  • Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Dmg from enemies within 1.5 m
    Can BlockBlock

    Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Damage from enemies within 1.5 metres
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Atk Dmg
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    makes targets take 50 % more Attack Damage
  • Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
    Parried DebuffParriedDebuff

    Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration.
    duration is 2 seconds
  • 3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    3 to 4 Added PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
    Rating on BucklerBuckler

    Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Flesh Crucible Lv. 20+

Flesh Crucible

Base stats

Base
DiamondDiamond
Limited to
11
Corrupted
  • Random 1 Keystone Passive Skill [1,33]Random 1 Keystone Passive Skill [1,33]
  • (20-10)% less random stat(20-10)% less random stat

The Adorned Lv. 20+

The Adorned

Base stats

Base
DiamondDiamond
Limited to
11
Corrupted
  • (0-150) % inc. Effect of JewelJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    Socket Passive Skills | containing CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    MagicRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    JewelsJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    (0-150) % increased Effect of JewelJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    Socket Passive Skills | containing CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    MagicRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    JewelsJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.

Soul Tether Lv. 20+

Soul Tether

Base stats

Base
Long BeltLong Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (15-20) % inc. CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Effect Dur.
    (15-20) % increased CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Effect Duration
  • +(40-60) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(40-60) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • You lose 5 % of max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per second
    You lose 5 % of maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    per second
  • Excess Life Recovery from LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    is applied to ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Excess Life Recovery from LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    is applied to Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Serpent's Lesson Lv. 22+

Serpent's Lesson

Base stats

Base
Tonal FocusTonal Focus
IntIntelligence
33
ESEnergy Shield
2626
Version Lvl ES RW Recipe
Base 22 26-
Runeforged 22 2624 Verisium×45
Runemastered 38 1957 Verisium×250Medved's Crest of the Circle×1
  • +(60-100) to max Life+(60-100) to maximum Life
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • You count as on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    while at 35 % of max Mana or below
    You count as on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    while at 35 % of maximum Mana or below
  • You count as on Low ManaLow Mana

    You are on Low Mana if you have 35% of your Maximum Mana or less.
    while at 35 % of max Life or below
    You count as on Low ManaLow Mana

    You are on Low Mana if you have 35% of your Maximum Mana or less.
    while at 35 % of maximum Life or below

Idle Hands Lv. 28+

Idle Hands

Base stats

Base
Sectioned BracersSectioned Bracers
DexDexterity
36
EvasionEvasion Rating
106106
Version Lvl EV RW Recipe
Base 28 106-
Runeforged 28 10622 Verisium×40
Runemastered 38 11918 Verisium×150Medved's Crest of the Circle×1
  • (40-60) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (40-60) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(60-100) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(60-100) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(5-10) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(5-10) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • 25 % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed while on Full Mana
    25 % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed while on Full Mana
  • You count as on Full Mana while at 90 % of max Mana or aboveYou count as on Full Mana while at 90 % of maximum Mana or above

Snakepit Lv. 32+

Snakepit

Base stats

Base
Pearl RingPearl Ring
  • (7-10) % inc. Cast Speed(7-10) % increased Cast Speed
  • (20-30) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (20-30) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • (10-15) % inc. Cast Speed(10-15) % increased Cast Speed
  • Left ring slot: ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cannot ChainChain

    Fallback hint: no keyword description was found for this term.
    Left ring slot: ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cannot ChainChain

    Fallback hint: no keyword description was found for this term.
  • Left ring slot: ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    ForkFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
    Left ring slot: ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    ForkFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
  • Right ring slot: ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    ChainChain

    Fallback hint: no keyword description was found for this term.
    + 1 times
    Right ring slot: ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    ChainChain

    Fallback hint: no keyword description was found for this term.
    + 1 times
  • Right ring slot: ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cannot ForkFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
    Right ring slot: ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cannot ForkFork

    Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cannot PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    from SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cannot PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.

Redflare Conduit Lv. 33+

Redflare Conduit

Base stats

Base
Anchorite GarbAnchorite Garb
DexDexterity
31
IntIntelligence
31
EvasionEvasion Rating
132132
ESEnergy Shield
4646
Version Lvl EV ES Base Movement Speed RW Recipe
Base 33 13246--
Runeforged 33 13246-0.0374 Verisium×105
Runemastered 55 13843-0.03130 Verisium×460Medved's Crest of the Circle×1
  • +(50-70) to max Mana+(50-70) to maximum Mana
  • +(20-30) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 20 % chance to gain a Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    20 % chance to gain a Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Lose all Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on reaching max Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Lose all Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on reaching maximum Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • ShocksShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    you when you reach max Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    ShocksShock

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    you when you reach maximum Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.

Saitha's Spear Lv. 33+

Saitha's Spear

Base stats

Base
Barbed SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Barbed SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
StrStrength
20
DexDexterity
47
Phys. DmgPhysical Damage
40-6940-69
Fire Damage
41-4941-49
Crit. %Critical Hit Chance
6.00%6.00%
APSAttacks per Second
1.501.50
Version Lvl Ph.dmg F.dmg Crit. % APS DPS Recipe
Base 33 40-6941-496.00%1.50 149
Runeforged 55 46.52-80.392.48-144.76%1.5 273 Verisium×1600Uhtred's Crest of the Chalice×1
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    you inflict deals Dmg (10-20) % faster
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    you inflict deals Damage (10-20) % faster
  • Adds (14-26) to (27-32) PhysicalPhysical

    10% increased Physical Damage
    Dmg
    Adds (14-26) to (27-32) PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Adds (33-41) to (47-53) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    Adds (33-41) to (47-53) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • (15-25) % chance to cause BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (15-25) % chance to cause BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Aggravating any BleedingAggravating any Bleeding

    This effect will occur when a hit with the weapon directly causes at least one Bleeding Debuff on the target to become Aggravated . It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate , or all of them are already Aggravated , since no Bleeding Debuffs will be Aggravated by that hit.
    with this Weapon also Aggravates all IgnitesAggravates all Ignites

    Ignite that has been Aggravated deals 100% extra damage. Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires. Just like Bleeding , each Ignite Debuff can be Aggravated, or not, independently of others on the target.
    on the target
    Aggravating any BleedingAggravating any Bleeding

    This effect will occur when a hit with the weapon directly causes at least one Bleeding Debuff on the target to become Aggravated . It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate , or all of them are already Aggravated , since no Bleeding Debuffs will be Aggravated by that hit.
    with this Weapon also Aggravates all IgnitesAggravates all Ignites

    Ignite that has been Aggravated deals 100% extra damage. Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires. Just like Bleeding , each Ignite Debuff can be Aggravated, or not, independently of others on the target.
    on the target
  • (25-40) % chance to AggravateAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (25-40) % chance to AggravateAggravate

    Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical 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 Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 9 - 20Level: 9 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres

Rearguard Lv. 33+

Rearguard

Base stats

Base
Blunt QuiverBlunt Quiver
  • (25-40) % inc. 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
    (25-40) % increased 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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Buildup
  • Adds (7-11) to (14-20) PhysicalPhysical

    10% increased Physical Damage
    Dmg to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Adds (7-11) to (14-20) PhysicalPhysical

    10% increased Physical Damage
    Damage to AttacksAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
  • +(150-200) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    +(150-200) to ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (20-30) % inc. ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed
    (20-30) % increased ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed
  • +(15-25) % to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance
    +(15-25) % to BlockBlock

    Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
    chance

Belly of the Beast Lv. 33+

Belly of the Beast

Base stats

Base
Explorer 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.
Explorer 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.
StrStrength
31
DexDexterity
31
Armour
331331
EvasionEvasion Rating
293293
Version Lvl AR EV Base Movement Speed RW Recipe
Base 33 331293--
Runeforged 33 331132-0.0474 Verisium×105
Runemastered 55 442180-0.0456 Verisium×810Vorana's Crest of the Scythe×1
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(100-150) to max Life+(100-150) to maximum Life
  • +(100-150) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    +(100-150) to Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    is instant
    Life Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    is instant
  • (25-30) to (35-40) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage
    (25-30) to (35-40) PhysicalPhysical

    10% increased Physical Damage
    ThornsThorns

    Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times.
    damage

Mask of the Stitched Demon Lv. 33+

Mask of the Stitched Demon

Base stats

Base
Feathered TiaraFeathered Tiara
IntIntelligence
48
ESEnergy Shield
125125
Version Lvl ES RW Recipe
Base 33 125-
Runeforged 33 12549 Verisium×90
Runemastered 55 7498 Verisium×330Medved's Crest of the Circle×1
  • (120-160) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (120-160) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Cannot have ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Cannot have Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • Regenerate 0.05 Life per second per Maximum ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    Regenerate 0.05 Life per second per Maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Cornathaum Lv. 33+

Cornathaum

Base stats

Base
Heavy CrownHeavy Crown
StrStrength
27
IntIntelligence
27
Armour
9797
ESEnergy Shield
3030
Version Lvl AR ES RW Recipe
Base 33 9730-
Runeforged 33 973044 Verisium×85
Runemastered 55 7722122 Verisium×440Medved's Crest of the Circle×1
  • (10-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(40-50) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(40-50) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • 30 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    30 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • 5 % inc. Experience gain5 % increased Experience gain

Powertread Lv. 33+

Powertread

Base stats

Base
Hunting ShoesHunting Shoes
DexDexterity
26
IntIntelligence
26
EvasionEvasion Rating
105105
ESEnergy Shield
3636
Version Lvl EV ES RW Recipe
Base 33 10536-
Runeforged 33 1052234 Verisium×70
Runemastered 40 1132328 Verisium×220Medved's Crest of the Circle×1
  • (15-20) % inc. Move.Spd(15-20) % increased Movement Speed
  • (60-80) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-80) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(10-20) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +1 to Maximum Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    +1 to Maximum Power ChargesEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
  • 12 % inc. Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    per Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    12 % increased Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    per Power ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.

Demon Stitcher Lv. 33+

Demon Stitcher

Base stats

Base
Intricate GlovesIntricate Gloves
IntIntelligence
42
ESEnergy Shield
8686
Version Lvl ES RW Recipe
Base 33 86-
Runeforged 33 2722 Verisium×60
Runemastered 55 4724 Verisium×260Medved's Crest of the Circle×1
  • +(40-60) to max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    +(40-60) to maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(80-120) to max Life+(80-120) to maximum Life
  • (6-12) % inc. Cast Speed(6-12) % increased Cast Speed
  • SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy 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.
    (5-15) % of max Life to gain that much ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    when you Cast a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    SacrificeSacrifice

    Sacrificing is loss of a resource (commonly Life, Mana or Energy 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.
    (5-15) % of maximum Life to gain that much Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    when you Cast a SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.

Atziri's Acuity Lv. 33+

Atziri's Acuity

Base stats

Base
Moulded MittsMoulded Mitts
StrStrength
42
Armour
251251
Version Lvl AR RW Recipe
Base 33 251-
Runeforged 33 25122 Verisium×55
Runemastered 55 19761 Verisium×400Medved's Crest of the Circle×1
  • Grants Skill: Level 9 Herald of the Royal QueenGrants Skill: Level 9 Herald of the Royal Queen
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(100-150) to max Life+(100-150) to maximum Life
  • LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Dmg as Life
    LeechLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Damage as Life
  • 10 % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt by your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    causes Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    damage dealt by your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    causes Blood LossBlood Loss

    All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.
  • Vaal PactVaal Pact

    50% more amount of Life Leeched Leech Life 67% less quickly Cannot Recover Life other than from Leech Life Leech effects are not removed when Unreserved Life is Filled
    Vaal PactVaal Pact

    50% more amount of Life Leeched Leech Life 67% less quickly Cannot Recover Life other than from Leech Life Leech effects are not removed when Unreserved Life is Filled
Herald of the Royal Queen

Buff · Level 9

  • Buff
  • Attack
  • Persistent
  • AoE
  • Physical
  • Herald
  • Payoff

Req: Level 90+

Killing an enemy with Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals PhysicalPhysical

10% increased Physical Damage
Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
. The explosion destroys their 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.
if the enemy was Normal or Magic .
Killing an enemy with Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
will cause a bloody explosion that deals PhysicalPhysical

10% increased Physical Damage
Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood LossBlood_Loss

All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
. The explosion destroys their 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.
if the enemy was Normal or Magic .

  • Level: 9 - 20Level: 9 - 20

Buff

  • Enemies with Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    you kill explode
    Enemies with Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    you kill explode
  • q20: Deals (0 - 10) % more damageDeals (0 - 10) % more damage

Explosion

  • Can't be EvadedCan't be Evaded
  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
  • Deals +(14 - 25) % of exploded enemy's Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Atk Dmg
    Deals +(14 - 25) % of exploded enemy's Blood LossBlood_Loss

    All PhysicalPhysical damage over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss.
    as unscalable PhysicalPhysical

    10% increased Physical Damage
    Attack Damage

Snakebite Lv. 33+

Snakebite

Base stats

Base
Spined BracersSpined Bracers
DexDexterity
42
EvasionEvasion Rating
122122
Version Lvl EV RW Recipe
Base 33 122-
Runeforged 33 12222 Verisium×60
Runemastered 38 11118 Verisium×490Vorana's Crest of the Scythe×1
  • (40-60) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
    (40-60) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Rating
  • +(7-17) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-17) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (6-10) Life Regeneration per second(6-10) Life Regeneration per second
  • (20-30) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    (20-30) % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Targets can be affected by +1 of your PoisonsPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    at the same time
    Targets can be affected by +1 of your PoisonsPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    at the same time

The Vertex Lv. 33+

The Vertex

Base stats

Base
Tribal MaskTribal Mask
DexDexterity
27
IntIntelligence
27
EvasionEvasion Rating
207207
ESEnergy Shield
7171
Version Lvl EV ES RW Recipe
Base 33 20771-
Runeforged 33 2073044 Verisium×90
Runemastered 52 2503347 Verisium×590Vorana's Crest of the Scythe×1
  • Has no AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req.
    Has no AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements
  • (100-150) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-150) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (20-30) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
    (20-30) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(13-17) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(13-17) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Skill Gems have no AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req.
    Skill Gems have no AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements

Apep's Supremacy Lv. 33+

Apep's Supremacy

Base stats

Base
Voodoo FocusVoodoo Focus
IntIntelligence
48
ESEnergy Shield
8787
Version Lvl ES RW Recipe
Base 33 87-
Runeforged 33 9728 Verisium×95
Runemastered 55 11431 Verisium×420Medved's Crest of the Circle×1
  • (100-200) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-200) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • (30-50) % inc. ES Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
    (30-50) % increased Energy Shield Recharge RateEnergy Shield Recharge Rate

    Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
  • 20 % of Elemental damageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    taken as ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage
    20 % of Elemental damageElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    from HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    taken as ChaosChaos

    Fallback hint: no keyword description was found for this term.
    damage
  • +25 % chance to be PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    +25 % chance to be PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
  • 100 % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    100 % chance to PoisonPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    with SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage

Tetzlapokal's Desire Lv. 33+

Tetzlapokal's Desire

Base stats

Base
Votive RaimentVotive Raiment
IntIntelligence
54
ESEnergy Shield
173173
Version Lvl ES Base Movement Speed RW Recipe
Base 33 173--
Runeforged 33 173-0.0369 Verisium×105
Runemastered 55 100-0.03186 Verisium×460Medved's Crest of the Circle×1
  • (100-150) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-150) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(20-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Life RechargesLife Recharges

    Lost Life will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Life resets this delay, interrupting Recharge. Modifiers to Energy Shield Recharge Rate or to how fast it starts will also apply to Life Recharge.
    Life RechargesLife Recharges

    Lost Life will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Life resets this delay, interrupting Recharge. Modifiers to Energy Shield Recharge Rate or to how fast it starts will also apply to Life Recharge.

Serpent's Egg Lv. 35+

Serpent's Egg

Base stats

Base
Gold AmuletGold Amulet
  • (12-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (12-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-20) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
  • Gain an additional ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    when you gain a ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    Gain an additional ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    when you gain a ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.

Rise of the Phoenix Lv. 36+

Rise of the Phoenix

Base stats

Base
Omen Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Omen Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
30
IntIntelligence
30
Block chance
25%25%
Armour
6666
ESEnergy Shield
2020
Version Lvl Block % AR ES Base Movement Speed RW Recipe
Base 36 25%6620--
Runeforged 36 25%6620-0.01534 Verisium×105
Runemastered 48 25%4212-0.01582 Verisium×220Medved's Crest of the Circle×1
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • +5 % to Maximum Fire ResMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +5 % to Maximum Fire ResistanceMaximum Elemental Resistances

    The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
  • +(20-25) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-25) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • +25 % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    while on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    +25 % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    while on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
  • Regenerate 3 % of max Life per secondRegenerate 3 % of maximum Life per second
  • Regenerate 3 % of max Life per second while on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    Regenerate 3 % of maximum Life per second while on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Soul Mantle Lv. 36+

Soul Mantle

Base stats

Base
Sacrificial MantleSacrificial Mantle
StrStrength
33
IntIntelligence
33
Armour
334334
ESEnergy Shield
100100
Version Lvl AR ES Base Movement Speed RW Recipe
Base 36 334100--
Runeforged 36 33448-0.0477 Verisium×120
Runemastered 55 43960-0.0437 Verisium×460Medved's Crest of the Circle×1
  • (80-120) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (80-120) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +75 to 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 Skills that are active in specific Weapon Sets .
    +75 to 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 Skills that are active in specific Weapon Sets .
  • +10 to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +10 to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +15 to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +15 to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • +1 to max number of Summoned TotemsTotems

    Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed. Totem Limit is shared between different types of Totem by default.
    +1 to maximum number of Summoned TotemsTotems

    Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed. Totem Limit is shared between different types of Totem by default.
  • Inflicts a random CurseCurses

    Fallback hint: no keyword description was found for this term.
    on you when your TotemsTotems

    Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed. Totem Limit is shared between different types of Totem by default.
    die, ignoring CurseCurses

    Fallback hint: no keyword description was found for this term.
    limit
    Inflicts a random CurseCurses

    Fallback hint: no keyword description was found for this term.
    on you when your TotemsTotems

    Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed. Totem Limit is shared between different types of Totem by default.
    die, ignoring CurseCurses

    Fallback hint: no keyword description was found for this term.
    limit

Quatl's Molt Lv. 36+

Quatl's Molt

Base stats

Base
Serpentscale CoatSerpentscale Coat
DexDexterity
59
EvasionEvasion Rating
426426
Version Lvl EV Base Movement Speed RW Recipe
Base 36 426--
Runeforged 36 426-0.0369 Verisium×120
Runemastered 55 631-0.0319 Verisium×3730Uhtred's Crest of the Chalice×1
  • (60-80) % inc. EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (60-80) % increased Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(60-80) to max Life+(60-80) to maximum Life
  • +(17-23) % to Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(17-23) % to Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (40-60) % of EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (40-60) % of Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (10-20) Life Regeneration per second(10-20) Life Regeneration per second
  • Cannot be PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.
    Cannot be PoisonedPoisons

    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage.

Corona of the Red Sun Lv. 36+

Corona of the Red Sun

Base stats

Base
Warrior GreathelmWarrior Greathelm
StrStrength
52
Armour
191191
Version Lvl AR RW Recipe
Base 36 191-
Runeforged 36 19150 Verisium×100
Runemastered 55 111147 Verisium×320Medved's Crest of the Circle×1
  • +(100-150) to AccuAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
    +(100-150) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • +(60-80) to max Life+(60-80) to maximum Life
  • +(20-25) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-25) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • 25 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    25 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Leeching LifeLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    from your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    causes Allies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    to also Leech the same amount of Life
    Leeching LifeLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    from your HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    causes Allies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    to also Leech the same amount of Life

Doryani's Prototype Lv. 37+

Doryani's Prototype

Base stats

Base
Scale MailScale Mail
StrStrength
34
DexDexterity
34
Armour
274274
EvasionEvasion Rating
245245
Version Lvl AR EV Base Movement Speed RW Recipe
Base 37 274245--
Runeforged 37 274147-0.0478 Verisium×130
Runemastered 55 312170-0.0475 Verisium×830Vorana's Crest of the Scythe×1
  • (50-100) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (50-100) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(60-80) to max Life+(60-80) to maximum Life
  • +100% of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    also applies to Light.DmgLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    +100% of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    also applies to Lightning DamageLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
  • Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have Light. ResLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    equal to yours
    Enemies in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    have Lightning ResistanceLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    equal to yours
  • Light. ResLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    does not affect Lightning damageLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    taken
    Lightning ResistanceLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    does not affect Lightning damageLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    taken

Greed's Embrace Lv. 37+

Greed's Embrace

Base stats

Base
Vaal CuirassVaal Cuirass
StrStrength
90
Armour
721721
Version Lvl AR Base Movement Speed RW Recipe
Base 37 721--
Runeforged 37 721-0.0570 Verisium×130
Runemastered 55 823-0.0593 Verisium×820Vorana's Crest of the Scythe×1
  • 50 % inc. StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    req.
    50 % increased StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    Requirement
  • 20 % reduced Move.Spd20 % reduced Movement Speed
  • (100-150) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (100-150) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • (30-50) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (30-50) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • +(20-30) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(20-30) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.

Quecholli Lv. 38+

Quecholli

Base stats

Base
Crumbling MaulCrumbling Maul
StrStrength
68
Phys. DmgPhysical Damage
140-169140-169
Crit. %Critical Hit Chance
100.00%100.00%
APSAttacks per Second
1.101.10
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 38 140-169100.00%1.10 170
Runeforged 55 236-2888%1.1 288 Verisium×435Medved's Crest of the Circle×1
  • Causes Enemies to Explode on CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    kill, for 10 % of their Life as Phys.DmgPhysical

    10% increased Physical Damage
    Causes Enemies to Explode on CriticalCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    kill, for 10 % of their Life as Physical DamagePhysical

    10% increased Physical Damage
  • (100-150) % inc. Phys.DmgPhysical

    10% increased Physical Damage
    (100-150) % increased Physical DamagePhysical

    10% increased Physical Damage
  • +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • 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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    30 Life per enemy killed
    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 ConversionConversion . Damage over time cannot benefit from damage Gain.
    30 Life per enemy killed
  • Hits with this Weapon have no Critical Dmg BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
    Hits with this Weapon have no Critical Damage BonusCritical Damage Bonus

    Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).
  • This Weapon's Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance is 100 %
    This Weapon's Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance is 100 %

Constricting Command Lv. 38+

Constricting Command

Base stats

Base
Viper CapViper Cap
DexDexterity
54
EvasionEvasion Rating
179179
Version Lvl EV RW Recipe
Base 38 179-
Runeforged 38 17952 Verisium×115
Runemastered 55 139110 Verisium×3710Uhtred's Crest of the Chalice×1
  • +(80-120) to max Life+(80-120) to maximum Life
  • +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(10-15) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • (8-12) Life Regeneration per second(8-12) Life Regeneration per second
  • Require (2-4) fewer enemies to be SurroundedSurrounded

    You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.
    Require (2-4) fewer enemies to be SurroundedSurrounded

    You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.

Zerphi's Serape Lv. 39+

Zerphi's Serape

Base stats

Base
Scalper's JacketScalper's Jacket
DexDexterity
5
IntIntelligence
5
EvasionEvasion Rating
257257
ESEnergy Shield
8585
Version Lvl EV ES Base Movement Speed RW Recipe
Base 39 25785--
Runeforged 39 25751-0.0382 Verisium×140
Runemastered 55 28453-0.0375 Verisium×3770Uhtred's Crest of the Chalice×1
  • (60-80) % inc. EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-80) % increased EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(40-60) to max Mana+(40-60) to maximum Mana
  • 50 % inc. AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req.
    50 % increased AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements
  • (-30-30) % reduced Life Regeneration rate(-30-30) % reduced Life Regeneration rate
  • (-30-30) % reduced Mana Regeneration Rate(-30-30) % reduced Mana Regeneration Rate
  • Soul EaterSoul Eater

    Gain 1% increased Skill Speed for 4 seconds when an enemy dies in your Presence , stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.
    Soul EaterSoul Eater

    Gain 1% increased Skill Speed for 4 seconds when an enemy dies in your Presence , stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.

The Covenant Lv. 40+

The Covenant

Base stats

Base
Altar RobeAltar Robe
IntIntelligence
65
ESEnergy Shield
251251
Version Lvl ES Base Movement Speed RW Recipe
Base 40 251--
Runeforged 40 228-0.0375 Verisium×145
Runemastered 55 173-0.03149 Verisium×3830Uhtred's Crest of the Chalice×1
  • Grants Skill: Level 10 Life RemnantsGrants Skill: Level 10 Life Remnants
  • (100-150) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (100-150) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(100-150) to max Life+(100-150) to maximum Life
  • 10 % of SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg Leeched as LifeLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    10 % of SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage Leeched as LifeLeeches

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
  • Skills GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    100 % of Mana Cost as ExtraGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    Life Cost
    Skills GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    100 % of Mana Cost as ExtraGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    Life Cost
Life Remnants

Buff · Level 10

  • Buff
  • Persistent
  • Remnant

Req: Level 90+

Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant , and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
maximum Life.
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant , and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can OverflowOverflow

Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.
maximum Life.

  • Level: 10 - 20Level: 10 - 20
  • Remnants last for 8 secondsRemnants last for 8 seconds
  • 25 % chance to spawn a Remnant on killing an enemy25 % chance to spawn a Remnant on killing an enemy
  • Spawn a Remnant on Hitting a target, no more than once every 3 secondsSpawn a Remnant on Hitting a target, no more than once every 3 seconds
  • Each Remnant grants (112 - 410) LifeEach Remnant grants (112 - 410) Life
  • q20: (0 - 10) % chance to spawn a Remnant on killing an enemy(0 - 10) % chance to spawn a Remnant on killing an enemy

Atziri's Disdain Lv. 40+

Atziri's Disdain

Base stats

Base
Gold CircletGold Circlet
IntIntelligence
58
ESEnergy Shield
6262
Version Lvl ES RW Recipe
Base 40 62-
Runeforged 40 6255 Verisium×125
Runemastered 55 16196 Verisium×3860Uhtred's Crest of the Chalice×1
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • (10-20) % inc. Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
    (10-20) % increased Rarity of ItemsRarity of Items

    Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.
    found
  • GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    (10-15) % of max Life as Extra max ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    (10-15) % of maximum Life as Extra maximum Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • 10 % of Dmg taken bypasses ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    10 % of Damage taken bypasses Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Coward's Legacy Lv. 40+

Coward's Legacy

Base stats

Base
Mail BeltMail Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (10-15) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges used
    (10-15) % reduced 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Charges used
  • (-20--10) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    (-20--10) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • +(20-30) to DexDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
    +(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
  • (30-40) % inc. Life and Mana Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    (30-40) % increased Life and Mana Recovery from FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • You are considered on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    while at 75 % of max Life or below instead
    You are considered on Low LifeLow Life

    A player or monster is on Low Life if it has 35% of its Maximum Life or less.
    while at 75 % of maximum Life or below instead

The Flesh Poppet Lv. 40+

The Flesh Poppet

Base stats

Base
Vicious TalismanVicious Talisman
StrStrength
47
IntIntelligence
34
Phys. DmgPhysical Damage
83-13683-136
Crit. %Critical Hit Chance
8.00%8.00%
APSAttacks per Second
1.341.34
Version Lvl Ph.dmg Crit. % APS DPS Recipe
Base 40 83-1368.00%1.34 147
Runeforged 65 236-3948%1.34 422 Exceptional Verisium×25Olroth's Crest of the Sun×1
  • (90-120) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (90-120) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • (7-13) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (7-13) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • +(7-13) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    +(7-13) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
  • (30-40) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AoE
    (30-40) % reduced PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Area of Effect
  • Copy a random ModifierModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    from each enemy in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    when | you ShapeshiftShapeshift

    Fallback hint: no keyword description was found for this term.
    to an Animal form | ModifiersModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    gained this way are lost after 30 seconds or when you next ShapeshiftShapeshift

    Fallback hint: no keyword description was found for this term.
    Copy a random ModifierModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    from each enemy in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    when | you ShapeshiftShapeshift

    Fallback hint: no keyword description was found for this term.
    to an Animal form | ModifiersModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    gained this way are lost after 30 seconds or when you next ShapeshiftShapeshift

    Fallback hint: no keyword description was found for this term.

Mahuxotl's Machination Lv. 48+

Mahuxotl's Machination

Base stats

Base
Omen Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Omen Crest ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
StrStrength
30
IntIntelligence
30
Block chance
25%25%
Armour
320320
ESEnergy Shield
9797
Version Lvl Block % AR ES Base Movement Speed RW Recipe
Base 48 25%32097--
Runeforged 48 25%32020-0.01534 Verisium×105
Runemastered 48 25%20412-0.01582 Unavailable
  • Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Grants Skill: Raise ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • (66-333) % inc. effect of Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    (66-333) % increased effect of Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
  • (333-666) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (333-666) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • Everlasting SacrificeEverlasting Sacrifice

    When you reach full Energy Shield , Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds
    Everlasting SacrificeEverlasting Sacrifice

    When you reach full Energy Shield , Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds
Raise Shield

Attack

  • Attack
  • AoE
  • Melee
  • Physical
  • Channelling

Req: Level 90+

Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.
Raise your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
to BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
Bash, damaging and Stunning enemies. While your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised you cannot be Light Stunned by hits you BlockBlock

Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.
, but Blocking too much damage may 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
you. You cannot Evade while your ShieldShield

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
is raised, but EvasionEvasion

Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .
instead grants an equal chance to avoid this 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
buildup.

  • Cost: 0 Mana 0 Mana/sCost: 0 Mana 0 Mana per second
  • Attack Time: 0.55 secAttack Time: 0.55 sec
  • CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
    CriticalCritical

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses 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 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 Ailments innately.
    Chance: 5.00%
  • Atk Dmg: 80% of baseAttack Damage: 80% of base
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash causes 600 % more 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 BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . 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.
    buildup
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash always Light StunsLight_Stun

    Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. PhysicalPhysical damage, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash DazesDaze

    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.
    if holding a Tower ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash can't be Evaded
  • ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Dmg per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .
    Bash deals 3 to 4 PhysicalPhysical

    10% increased Physical Damage
    Damage per 5 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.
    on ShieldShield

    Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .

Glimpse of Chaos Lv. 52+

Glimpse of Chaos

Base stats

Base
Tribal MaskTribal Mask
DexDexterity
27
IntIntelligence
27
EvasionEvasion Rating
8787
ESEnergy Shield
3030
Version Lvl EV ES RW Recipe
Base 52 8730-
Runeforged 52 873044 Verisium×90
Runemastered 52 1053347 Verisium×590Vorana's Crest of the Scythe×1
  • Can be modified while CorruptedCan be modified while Corrupted
  • +(50-150) to max Life+(50-150) to maximum Life
  • +(50-150) to max Mana+(50-150) to maximum Mana
  • (-30-30) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-30-30) % to Fire ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (-30-30) % to Cold ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-30-30) % to Cold ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • (-30-30) % to Light. ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-30-30) % to Lightning ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Chaos ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    is zero
    Chaos ResistanceFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    is zero

Drillneck Lv. 55+

Drillneck

Base stats

Base
Penetrating QuiverPenetrating Quiver
  • 100 % chance to PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    an Enemy
    100 % chance to PiercePierced

    Projectiles that Pierce can pass through a target while still damaging them.
    an Enemy
  • +(60-90) to max Life+(60-90) to maximum Life
  • (8-12) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (8-12) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (24-32) % of EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (24-32) % of Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    ReturnReturn

    Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
    if they PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    at least (2-4) times
    AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    ReturnReturn

    Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
    if they PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    at least (2-4) times
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    deal (42-64) % inc. Dmg with HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    for each time they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    deal (42-64) % increased Damage with HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    for each time they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    have (42-64) % inc. Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    chance for each time they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.
    ProjectilesProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    have (42-64) % increased Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    chance for each time they have PiercedPierced

    Projectiles that Pierce can pass through a target while still damaging them.

Zerphi's Genesis Lv. 56+

Zerphi's Genesis

Base stats

Base
Heavy BeltHeavy Belt
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    (20-30) % increased Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
  • (25-50) % inc. CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    effect duration
    (25-50) % increased CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    effect duration
  • 50 % of Charges consumed by used CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    are granted to your Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    50 % of Charges consumed by used CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    are granted to your Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • 50 % of Charges consumed by used Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    are granted to your CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
    50 % of Charges consumed by used Life FlasksFlask

    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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    are granted to your CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.
  • +(10-30) to StrStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
    +(10-30) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.
  • Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have (15-25) % inc. Cost EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    during any 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Effect
    Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have (15-25) % increased Cost EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    during any 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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Effect
  • Corrupted BloodCorrupted Blood

    Corrupted Blood is a Debuff that deals Physical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    cannot be inflicted on you
    Corrupted BloodCorrupted Blood

    Corrupted Blood is a Debuff that deals Physical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    cannot be inflicted on you

Hateforge Lv. 60+

Hateforge

Base stats

Base
Moulded MittsMoulded Mitts
StrStrength
42
Armour
428428
Corrupted
Version Lvl AR RW Recipe
Base 60 428-
Runeforged 60 35722 Verisium×55
Runemastered 60 28161 Verisium×400Medved's Crest of the Circle×1
  • (300-400) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (300-400) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • Gain (3-6) 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 Hit every 0.5 seconds can cause you to gain Rage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Gain (3-6) 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 Hit every 0.5 seconds can cause you to gain Rage.
    on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
  • Gain a random ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on reaching Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
    , no more than once every (3-6) seconds
    Gain a random ChargeEndurance Charge

    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 Power. By default players can have up to 3 of each type of Charge at once.
    on reaching Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
    , no more than once every (3-6) seconds
  • Lose all 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 Hit every 0.5 seconds can cause you to gain Rage.
    on reaching Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
    Lose all 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 Hit every 0.5 seconds can cause you to gain Rage.
    on reaching Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
  • (-10-10) to Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.
    (-10-10) to Maximum 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 Hit every 0.5 seconds can cause you to gain Rage.

Atziri's Step Lv. 65+

Atziri's Step

Base stats

Base
Cinched BootsCinched Boots
DexDexterity
86
EvasionEvasion Rating
486486
Version Lvl EV RW Recipe
Base 65 486-
Runeforged 65 43842 Verisium×270
Runemastered 65 39074 Verisium×530Medved's Crest of the Circle×1
  • 30 % inc. Move.Spd30 % increased Movement Speed
  • (80-120) % inc. EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    (80-120) % increased Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • +(70-100) to max Life+(70-100) to maximum Life
  • Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (40-60) % of EREvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (40-60) % of Evasion RatingEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
  • (-12--6) % to amount of DmgHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Prevented by DeflectionDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    (-12--6) % to amount of DamageHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Prevented by DeflectionDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
  • Cannot be Light StunnedLight Stunned

    Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
    by DeflectedDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    Cannot be Light StunnedLight Stunned

    Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
    by DeflectedDeflection Rating

    Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy .
    HitsHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.

Atziri's Splendour Lv. 65+

Atziri's Splendour

Base stats

Base
Sacrificial RegaliaSacrificial Regalia
StrStrength
72
DexDexterity
72
IntIntelligence
72
Armour
273273
EvasionEvasion Rating
625625
ESEnergy Shield
192192
Version Lvl AR EV ES Base Movement Speed RW Recipe Version details
Base 65 273625192--
Runeforged 65 20045956-0.03301 Exceptional Verisium×20
Runeforged 65 273625--0.03129 Exceptional Verisium×20
Runeforged details
  • 1 % increased Maximum Life for each Corrupted Item Equipped
Runeforged 65 -62576-0.03129 Exceptional Verisium×20
Runeforged details
  • +1 % to all Resistances for each Corrupted Item Equipped
Runeforged 65 273-76-0.03129 Exceptional Verisium×20
Runeforged details
  • (2 — 4) % increased Chaos Damage for each Corrupted Item Equipped
  • +1 to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Skill Gems
    +1 to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Skill Gems
  • Only Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    can be Socketed in this item
    Only Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    can be Socketed in this item
  • Has no AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    req.
    Has no AttributeAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.
    Requirements
  • (80-120) % inc. Armour , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (80-120) % increased Armour , EvasionEvasion

    Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy .
    and Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(10-20) % to all ElementalElement

    The three Elemental damage types are Fire , Cold , and Lightning .
    ResistancesFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
  • Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have 50 % of Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
    Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have 50 % of Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
  • This item gains bonuses from Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    as though it was also a Random socketable equipment type
    This item gains bonuses from Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    as though it was also a Random socketable equipment type
  • Has 6 Augment Sockets (Hidden)Has 6 Augment Sockets (Hidden)

Atziri's Rule Lv. 70+

Atziri's Rule

Base stats

Base
Reflecting StaffReflecting Staff
IntIntelligence
114
  • Grants Skill: Mirror of RefractionGrants Skill: Mirror of Refraction
  • (10-20) % inc. max Life(10-20) % increased maximum Life
  • +(3-5) to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skill Gems
    +(3-5) to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably. Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skill Gems
  • (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • +(20-30) to IntIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
    +(20-30) to IntelligenceIntelligence

    Intelligence is an Attribute required to use most equipment that grants Energy 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.
  • SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    which cost Life GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (80-120) % of Dmg as ExtraExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    PhysicalPhysical

    10% increased Physical Damage
    Dmg
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    which cost Life GainExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (80-120) % of Damage as ExtraExtra

    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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    PhysicalPhysical

    10% increased Physical Damage
    Damage
Mirror of Refraction

Buff

  • Buff
  • Persistent
  • Duration

Req: Level 90+

Mirrors of Refraction appear in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
periodically. Hitting a mirror with a Spell ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
may be copied again when colliding with other mirrors.
Mirrors of Refraction appear in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
periodically. Hitting a mirror with a Spell ProjectileProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied ProjectilesProjectile

A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
may be copied again when colliding with other mirrors.

  • Level: 16 - 20Level: 16 - 20
  • A Mirror appears in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (2 - 3.9) seconds
    A Mirror appears in your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    every (2 - 3.9) seconds
  • Limit 4 Mirrors of RefractionLimit 4 Mirrors of Refraction
  • Modifiers to Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate also apply to Mirror appearance frequency
    Modifiers to Cooldown RecoveryCooldownRecovery

    Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
    Rate also apply to Mirror appearance frequency
  • q20: base number of projectiles [0,2]base number of projectiles [0,2]

Atziri's Contempt Lv. 72+

Atziri's Contempt

Base stats

Base
Pronged SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
Pronged SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
StrStrength
46
DexDexterity
115
Phys. DmgPhysical Damage
62-18262-182
Elem. DmgElemental Damage
92-12992-129
Crit. %Critical Hit Chance
5.00%5.00%
APSAttacks per Second
1.711.71
Version Lvl Ph.dmg El.dmg Crit. % APS DPS Recipe
Base 72 62-18292-1295.00%1.71 398
  • Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
    Grants Skill: SpearSpear

    Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
    Throw
  • Grants Skill: Level 17 Shattering SpiteGrants Skill: Level 17 Shattering Spite
  • (100-120) % inc. PhysicalPhysical

    10% increased Physical Damage
    Dmg
    (100-120) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Adds (83-97) to (123-153) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Dmg
    Adds (83-97) to (123-153) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • Adds 1 to (193-207) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Dmg
    Adds 1 to (193-207) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
    Damage
  • (10-16) % inc. AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
    (10-16) % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed
  • (60-80) % inc. PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    AoE
    (60-80) % increased PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    Area of Effect
  • Spear Skills inflict a Bloodstone Lance on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    , up to a max of 30 on each target
    Spear Skills inflict a Bloodstone Lance on HitHits

    Any damage that isn't damage over time is Hit damage. Damaging 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 Ailments innately.
    , up to a maximum of 30 on each target
Spear Throw

Attack

  • Attack
  • AoE
  • Projectile
  • Repeatable

Req: Level 90+

Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.
Hurl your SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
with force. 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.
a Frenzy ChargeCharges

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 Power. By default players can have up to 3 of each type of Charge at once.
if you have one to cause the SpearSpear

Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.
to explode at the end of its flight.

  • Level: 17 - 20Level: 17 - 20
  • Atk Speed: 70% of baseAttack Speed: 70% of base
  • Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
  • ProjProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 m/s
    ProjectileProjectile

    A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
    Speed: 37 metres per Second

Explosion

Attack Damage
(232 - 724)%(232 - 724)%
  • Explosion radius is 2 mExplosion radius is 2 metres
Shattering Spite

Attack · Level 17

  • Attack
  • AoE
  • Physical
  • Lightning
  • Fire

Req: Level 90+

Stamp your spear, destroying all Bloodstone Lances on each enemy in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.
Stamp your spear, destroying all Bloodstone Lances on each enemy in your PresencePresence

Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.

  • Level: 17 - 20Level: 17 - 20
  • Cost: 0 ManaCost: 0 Mana
  • Atk Dmg: (125 - 453)% of baseAttack Damage: (125 - 453)% of base
  • Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
    Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to FireFire

    Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    damage
  • Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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.
    damage
    Converts 40 % of PhysicalPhysical

    10% increased Physical Damage
    damage to 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
  • +0.35 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time
    +0.35 seconds to TotalTotal

    The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
    Attack Time
  • 50 % less Magnitude of Damaging Ailments inflicted50 % less Magnitude of Damaging Ailments inflicted
  • Cannot inflict Bloodstone LancesCannot inflict Bloodstone Lances
  • Life Leech recovers based on this Skill's Elemental damageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    as well as PhysicalPhysical

    10% increased Physical Damage
    damage
    Life Leech recovers based on this Skill's Elemental damageElementalDamage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    as well as PhysicalPhysical

    10% increased Physical Damage
    damage
  • Explosion radius is 1.5 mExplosion radius is 1.5 metres
  • Explosions deal 20 % more Dmg per Bloodstone LanceExplosions deal 20 % more Damage per Bloodstone Lance
  • Explosions with at least 5 Bloodstone Lances have 5 % inc. AoE per Bloodstone LanceExplosions with at least 5 Bloodstone Lances have 5 % increased Area of Effect per Bloodstone Lance
  • Leech 10 % of PhysicalPhysical

    10% increased Physical Damage
    Atk Dmg as Life from Explosions with at least 10 Bloodstone Lances
    Leech 10 % of PhysicalPhysical

    10% increased Physical Damage
    Attack Damage as Life from Explosions with at least 10 Bloodstone Lances
  • Bloodstone Lances are shattered based on 200 % of your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    area
    Bloodstone Lances are shattered based on 200 % of your PresencePresence

    Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
    area
  • q20: Explosion radius is (0 - 0.2) mExplosion radius is (0 - 0.2) metres

Rathpith Globe Lv. 75+

Rathpith Globe

Base stats

Base
Sacred FocusSacred Focus
IntIntelligence
107
ESEnergy Shield
151151
Version Lvl ES RW Recipe
Base 75 151-
Runeforged 75 12153 Verisium×410
Runemastered 75 43106 Verisium×2500Exceptional Verisium×10Uhtred's Crest of the Chalice×1
  • (60-100) % inc. ESEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
    (60-100) % increased Energy ShieldEnergy Shield

    Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(60-100) to max Life+(60-100) to maximum Life
  • Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cost an additional 6 % of your max Life
    Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    cost an additional 6 % of your maximum Life
  • Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    have 3 % inc. Crit%Critical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    per 100 max Life
    Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    have 3 % increased Critical Hit ChanceCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    per 100 maximum Life
  • Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    deal 6 % inc. Dmg per 100 max Life
    Non- ChannellingChannelling

    Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    deal 6 % increased Damage per 100 maximum Life
  • rathpith surge [3]rathpith surge [3]