(20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
+(40-60) to maxMana+(40-60) to maximumMana
(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 maxMana as Extra maxESEnergy Shield
Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.Gain(4-6) % of maximumMana as Extra maximumEnergy Shield
Carnage Heart Lv. 8+
Base stats
Base
Amber 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 Strength
20 % reduced maxLife20 % reduced maximumLife
+(10-20) to allAttributesAttributes
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 allAttributes
+(10-20) % to allElementalElement
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 allElementalResistances
(100-200) % inc. amount of LifeLeechedLeeches
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 LifeLeeched
(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 Leeching
Revered Resin Lv. 8+
Base stats
Base
Amber Amulet
+(10-15) to Str+(10-15) to Strength
+(40-60) to maxLife+(40-60) to maximumLife
(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 FlaskLife Recovery rate
LifeFlasks gain (0.17-0.25) charges per Second
Surefooted Sigil Lv. 8+
Base stats
Base
Jade 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 Dexterity
+(40-60) to maxLife+(40-60) to maximumLife
+(5-15) to Dex+(5-15) to Dexterity
+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 Rating if you've Dodge Rolled Recently
Stone of Lazhwar Lv. 8+
Base stats
Base
Lapis 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 Intelligence
+(50-100) to maxMana+(50-100) to maximumMana
(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 Block Chance while holding a Focus
Rondel of Fragility Lv. 14+
Base stats
Base
Lunar Amulet
+(20-30) to maxES+(20-30) to maximumEnergy Shield
(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 Speed
(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 Hit Chance
-30 % to allElementalResistances
(30-50) % inc. Dmg(30-50) % increased Damage
The Anvil Lv. 18+
Base stats
Base
Bloodstone Amulet
+(30-40) to maxLife+(30-40) to maximumLife
10 % reduced Move.Spd10 % reduced Movement Speed
10 % reduced Skill Speed
(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 Armour
25 % inc. Block chance25 % increased Block chance
+(5-10) % to maxBlock chance+(5-10) % to maximumBlock chance
Yoke of Suffering Lv. 18+
Base stats
Base
Bloodstone Amulet
+(30-40) to maxLife+(30-40) to maximumLife
+(10-15) % to allElementalResistances
(15-30) % inc. Ele.Dmg(15-30) % increased Elemental Damage
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 themEnemies take (15-20) % increased Damage for each Elemental Ailment 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 Ignite , Shock and Chill on Enemies
Idol of Uldurn Lv. 24+
Base stats
Base
Crimson Amulet
(2-4)Life Regeneration per second
+(60-80) to maxLife+(60-80) to maximumLife
+(10-20) to Dex+(10-20) to Dexterity
(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 Presence 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 Spirit
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 Limit
Astramentis Lv. 24+
Base stats
Base
Stellar Amulet
+(5-7) to allAttributes
+(50-100) to allAttributes
-4PhysicalPhysical
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-4Physical Damage taken from Attack Hits
Fixation of Yix Lv. 24+
Base stats
Base
Stellar Amulet
+(5-7) to allAttributes
+100 to maxLife+100 to maximumLife
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 Presence have (30-50) % inc. Critical Hit ChanceAllies in your Presence have (30-50) % increased Critical Hit Chance
Allies in your Presence 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).Allies in your Presence have (30-50) % increased Critical Damage Bonus
Allies in your Presence have (10-20) % inc. Attack SpeedAllies in your Presence have (10-20) % increased Attack Speed
Allies in your Presence have (10-20) % inc. Cast SpeedAllies in your Presence have (10-20) % increased Cast Speed
50 % reduced PresenceAoE50 % reduced Presence Area of Effect
Ungil's Harmony Lv. 25+
Base stats
Base
Azure Amulet
(20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
+(30-50) to maxLife+(30-50) to maximumLife
+(30-50) to maxMana+(30-50) to maximumMana
(100-200) % inc. Critical Hit Chance(100-200) % increased Critical Hit 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 Threshold
You have no Critical Dmg BonusYou have no Critical Damage Bonus
Beacon of Azis Lv. 30+
Base stats
Base
Solar Amulet
+(10-15) to Spirit
+(60-100) to maxMana+(60-100) to maximumMana
+30 to Spirit
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 Radius
100 % of Dmg is taken from Mana before Life100 % of Damage is taken from Mana before Life
Cannot have ESCannot have Energy Shield
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 maxES to maxDivinityDivinity
Divinity can be spent for skills, similar to Mana. Divinity inherently Regenerates at a rate of 25% per second.Convert100% of maximumEnergy Shield to maximumDivinity
(0-100) % inc. maxDivinity(0-100) % increased maximumDivinity
20 % reduced maxDivinity 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.ItemEquippedEquipped
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 maximumDivinity per CorruptedItemEquipped
Skills Cost Divinity instead of Mana or Life
Eye of Chayula Lv. 35+
Base stats
Base
Gold 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 Items found
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 Stunned
Serpent's Egg Lv. 35+
Base stats
Base
Gold Amulet
(12-20) % inc. Rarity of Items found(12-20) % increased Rarity of Items found
+(10-20) to allAttributes
+(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
(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 ChargeGain an additional Charge when you gain a Charge
Ligurium Talisman Lv. 35+
Base stats
Base
Lapis Amulet
+(10-15) to Int+(10-15) to Intelligence
+(30-40) to maxES+(30-40) to maximumEnergy Shield
+(25-35) to Spirit
+(20-30) to Int+(20-30) to Intelligence
Life Regeneration is applied to ES insteadLife Regeneration is applied to Energy Shield instead
Hinekora's Sight Lv. 44+
Base stats
Base
Stellar Amulet
Grants Skill: Level 11 Future-Past
+(5-7) to allAttributes
+(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 Accuracy Rating
+(300-600) to Evasion Rating
Cannot be BlindedBlinded
Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.Cannot be Blinded
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 Hit, 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 Hit while Dodge Rolling, Hinekora restores you to full Life immediately before taking damage from the Hit, and grants you Sight Beyond Sight, which prevents you from dying.
Level: 11 - 20
Grants 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 Hit 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:+0.3 seconds to Beyond Sight duration
Xoph's Blood Lv. 52+
Base stats
Base
Amber Amulet
+(10-15) to Str+(10-15) to Strength
(10-20) % inc. maxLife(10-20) % increased maximumLife
+(50-100) % to Fire Res+(50-100) % to Fire Resistance
Enemies in your Presence have -25 % to Fire ResEnemies in your Presence have -25 % to Fire Resistance
The Pandemonius Lv. 52+
Base stats
Base
Lapis Amulet
+(10-15) to Int+(10-15) to Intelligence
+(50-100) % to Cold Res+(50-100) % to Cold Resistance
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 ResDamage Penetrates75 % Cold Resistance
BlindChilled 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.BlindChilled enemies on Hit
Fireflower Lv. 52+
Base stats
Base
Solar Amulet
+(10-15) to Spirit
(10-15) % inc. Rarity of Items found(10-15) % increased Rarity of Items found
+(1-4) to Level of allFireFire
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 allFire Skills
(30-40) % inc. Mana Regeneration Rate(30-40) % increased Mana Regeneration Rate
Take 100Fire Dmg when you Ignite an EnemyTake 100Fire Damage when you Ignite an Enemy
Strugglescream Lv. 52+
Base stats
Base
Stellar Amulet
+(5-7) to allAttributes
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. ModifiersCan have 3 additional Instilled Modifiers
Choir of the Storm Lv. 55+
Base stats
Base
Jade Amulet
Grants Skill: Level 13LightningLightning
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. BoltGrants Skill: Level 13LightningLightning
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 Dex+(10-15) to Dexterity
+(50-100) % to Light. Res+(50-100) % to Lightning Resistance
Critical HitsIgnoreIgnore
Ignoring Resistances means your damage cannot be modified in any way by the target's Resistance stats. Enemy Monster Light. ResCritical HitsIgnore Enemy Monster Lightning Resistance
TriggerTrigger
Fallback hint: no keyword description was found for this term.Lightning Bolt Skill on Critical HitTriggerLightning Bolt Skill on Critical Hit
Lightning Bolt
Spell · Level 13
Spell
AoE
Lightning
Repeatable
Trigger
Req: Level 90+
Call down a Shocking bolt of Lightning to strike enemies in a small area.
Level: 13 - 20
Cost: 0Mana
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%.Hit Chance: 10.00%CriticalHit Chance: 10.00%
Deals (12 - 30) to (221 - 565)Light.DmgDeals (12 - 30) to (221 - 565)Lightning 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. Lightning damageLightning from Hits Contributes to chance to Shock enemies. The higher the Lightning damageLightning 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 Shock
Impact radius is 0.8 mImpact radius is 0.8 metres
q20:40 % more chance to Shock
Eventide Petals Lv. 55+
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.
Version
Recipe
Runemastered Veridical Chain
×40×1
Grants Skill: Level 13 Midnight Zenith
+(30-40) to maxWardRunic 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 maximumRunic Ward
(30-50) % inc. Critical Hit Chance(30-50) % increased Critical Hit Chance
+(25-35) to Int+(25-35) to Intelligence
(30-50) % inc. Light Radius(30-50) % increased Light Radius
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 maxLife per 5%Cold Res you haveIce Crystals have (-3-3) % reduced maximumLife per 5%Cold Resistance you have
Midnight Zenith
Buff · Level 13
Buff
Persistent
AoE
Cold
Duration
Req: Level 90+
While active, Critical 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 Cold damageCold in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which ConsumeConsumeFreezeFreeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area. near the most recent target.While active, Critical 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 Crystals near the most recent target.
Level: 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 Energy
You cannot gain Arctic Petals from this Skill's Critical Hits
+1 Arctic Petal per Power of targets Killed with Critical Hits
+(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 5Ice Crystals when ableConsumes10 Arctic Petals to create 5Ice Crystals when able
q20:midnight star max ice crystals [0,2]
Crystal
Explosion radius is 2.2 mExplosion radius is 2.2 metres
Ice Crystal duration is 10 seconds
Limit 10Ice Crystals
Deals (19 - 47) to (29 - 70)Cold.DmgCold
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 .Deals (19 - 47) to (29 - 70)Cold DamageCold
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 .
Ice Crystals have (14 - 4768)maxLifeIce Crystals have (14 - 4768)maximumLife
Defiance of Destiny Lv. 56+
Base stats
Base
Jade Amulet
+(10-15) to Dex+(10-15) to Dexterity
(6-10) % inc. maxLife(6-10) % increased maximumLife
+(10-20) to Str+(10-20) to Strength
(25-40) % inc. Mana Regeneration Rate(25-40) % increased Mana Regeneration Rate
Recover (20-30) % of Missing Life before being Hit by an Enemy
Igniferis Lv. 65+
Base stats
Base
Crimson Amulet
(2-4)Life Regeneration per second
+(10-20) % to Fire Res+(10-20) % to Fire Resistance
(20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
25 % inc. Light Radius25 % increased Light Radius
Life Recovery from Regeneration is not applied
Every 4 seconds, Recover 1Life for every 0.2Life Recovery per second from Regeneration