Armour reduces Damage taken from Hits . By default, Armour 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 Armour
+(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 Threshold
+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 Block chance
-10PhysicalPhysical
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.-10Physical damage taken from ProjectileAttacks
Luminous Pace Lv. 1+
Base stats
Base
Straw Sandals
ESEnergy Shield
43
Version
Lvl
ES
RW
Recipe
Version details
Base
1
43
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R.mastered
38
45
34
×200×1
Runemastered details
5 % increased Movement Speed
10 % inc. Move.Spd10 % increased Movement Speed
+(20-30) to 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.+(20-30) to maximumEnergy Shield
+(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 Intelligence
(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 Rate
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 Recharge
The Knight-errant Lv. 6+
Base stats
Base
Mail Sabatons
StrStrength
7
DexDexterity
7
Armour
30
EvasionEvasion Rating
23
Ezomyte
Version
Lvl
AR
EV
RW
Recipe
Version details
Base
6
30
23
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R.mastered
38
68
44
54
×200×1
Runemastered details
5 % increased Movement Speed
10 % inc. Move.Spd10 % increased Movement Speed
(30-50) % inc. Armour 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 Armour and Evasion
+(30-50) to Stun Threshold
+(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 Threshold
Iron ReflexesIron Reflexes
Converts all Evasion Rating to Armour .Iron Reflexes
Corpsewade Lv. 11+
Base stats
Base
Iron Greaves
StrStrength
17
Armour
82
Version
Lvl
AR
RW
Recipe
Version details
Base
11
82
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R.mastered
38
173
27
×370×1
Runemastered details
5 % increased Movement Speed
Grants Skill: Level 4 Decompose
10 % inc. Move.Spd10 % increased Movement Speed
(30-50) % inc. Armour(30-50) % increased Armour
+(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 Strength
TriggerTrigger
Fallback hint: no keyword description was found for this term. Decompose every 1.2 m travelledTrigger 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 Fire damageFire 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.Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Level: 4 - 20
Cost: 0Mana
Cast: 0.80 secCast Time: 0.80 sec
Poison Cloud
Limit 6PoisonPoison
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. CloudsLimit 6PoisonPoison
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
Poisons 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 Corpse's maxLifePoisons 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 Corpse's maximumLife
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, Lightning damageLightning gained from Physical damagePhysical scales with Lightning damageLightning modifiers, but not Physical damagePhysical 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 %Gains+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 seconds
q20:+1 second to Cloud duration base secondary skill effect duration [0,1000]
Explosion
Critical Hit Chance
8.00%
Cloud radius is 1.6 mCloud radius is 1.6 metres
Cloud duration is 4 seconds
Deals (24 - 398) to (36 - 598)Fire.DmgFire
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 .Deals (24 - 398) to (36 - 598)Fire DamageFire
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 .
Briarpatch Lv. 11+
Base stats
Base
Laced Boots
DexDexterity
17
EvasionEvasion Rating
47
Ezomyte
Version
Lvl
EV
RW
Recipe
Version details
Base
11
47
-
—
R.mastered
38
54
81
×710×1
Runemastered details
5 % increased Movement Speed
(10-20) % inc. Move.Spd(10-20) % increased Movement Speed
+(40-60) to maxLife+(40-60) to maximumLife
+(60-80) to Stun Threshold
+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 ThornsCritical Hit Chance
(10-15) to (20-25)PhysicalThorns damage
Wanderlust Lv. 11+
Base stats
Base
Wrapped Sandals
IntIntelligence
17
ESEnergy Shield
38
Ezomyte
Version
Lvl
ES
RW
Recipe
Version details
Base
11
38
-
—
R.mastered
38
41
41
×370×1
Runemastered details
5 % increased Movement Speed
20 % inc. Move.Spd20 % increased Movement Speed
+(10-20) to maxES+(10-20) to maximumEnergy Shield
+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 Dexterity
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 Slows
Darkray Vectors Lv. 16+
Base stats
Base
Braced Sabatons
StrStrength
14
DexDexterity
14
Armour
67
EvasionEvasion Rating
57
Version
Lvl
AR
EV
RW
Recipe
Version details
Base
16
67
57
-
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R.mastered
38
108
59
34
×370×1
Runemastered details
5 % increased Movement Speed
(50-100) % inc. Armour and Evasion(50-100) % increased Armour and Evasion
+(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 Resistance
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 Radius
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 Charge
+1 to Maximum Frenzy Charges
The Infinite Pursuit Lv. 16+
Base stats
Base
Bronze Greaves
StrStrength
23
Armour
161
Version
Lvl
AR
RW
Recipe
Version details
Base
16
161
-
—
R.mastered
38
293
20
×220×1
Runemastered details
5 % increased Movement Speed
10 % inc. Move.Spd10 % increased Movement Speed
(100-150) % inc. Armour(100-150) % increased Armour
+(80-100) to maxLife+(80-100) to maximumLife
(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 Ailments when Hit
25 % inc. Move.Spd while affected by an Ailment25 % increased Movement Speed while affected by an Ailment
Gamblesprint Lv. 16+
Base stats
Base
Embossed Boots
DexDexterity
23
EvasionEvasion Rating
142
Version
Lvl
EV
RW
Recipe
Version details
Base
16
142
-
—
R.mastered
38
212
41
×720×1
Runemastered details
5 % increased Movement Speed
(100-140) % inc. Evasion Rating(100-140) % increased Evasion 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 Items found
+(10-15) to Dex+(10-15) to Dexterity
+(15-25) % to Light. Res+(15-25) % to Lightning Resistance
Gain 0% to 40 % inc. Move.Spd at random when Hit , until Hit againGain 0% to 40 % increased Movement Speed at random when Hit , until Hit again
Bones of Ullr Lv. 16+
Base stats
Base
Lattice Sandals
IntIntelligence
23
ESEnergy Shield
39
Version
Lvl
ES
RW
Recipe
Version details
Base
16
39
-
—
R.mastered
38
49
34
×1690×1
Runemastered details
5 % increased Movement Speed
(5-15) % inc. Move.Spd(5-15) % increased Movement Speed
(40-60) % inc. ES(40-60) % increased Energy Shield
+(20-40) to maxLife+(20-40) to maximumLife
+(20-40) to maxMana+(20-40) to maximumMana
(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 ReservationEfficiency of Skills which create Undead Minions
Wake of Destruction Lv. 16+
Base stats
Base
Secured Leggings
StrStrength
14
IntIntelligence
14
Armour
55
ESEnergy Shield
20
Version
Lvl
AR
ES
RW
Recipe
Version details
Base
16
55
20
-
—
R.mastered
38
78
17
41
×1680×1
Runemastered details
5 % increased Movement Speed
10 % inc. Move.Spd10 % increased Movement Speed
(30-60) % inc. Armour and ES(30-60) % increased Armour and Energy Shield
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 AttacksAdds 1 to (30-50)Lightning damage to Attacks
Drop Shocked GroundShocked Ground
Shocked Ground Shocks those standing in it, and lasts 6 seconds by default. while moving, lasting 8 secondsDrop Shocked Ground while moving, lasting 8 seconds
Ghostmarch Lv. 16+
Base stats
Base
Threaded Shoes
DexDexterity
14
IntIntelligence
14
EvasionEvasion Rating
78
ESEnergy Shield
33
Version
Lvl
EV
ES
RW
Recipe
Version details
Base
16
78
33
-
—
R.mastered
38
123
19
34
×220×1
Runemastered details
5 % increased Movement Speed
15 % inc. Move.Spd15 % increased Movement Speed
(100-150) % inc. Evasion and ES(100-150) % increased Evasion and Energy Shield
+(30-50) to maxMana+(30-50) to maximumMana
+(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
Dodge Roll passes through Enemies
Wondertrap Lv. 27+
Base stats
Base
Silk Slippers
IntIntelligence
38
ESEnergy Shield
67
Version
Lvl
ES
RW
Recipe
Base
27
67
-
—
R.mastered
38
36
54
×220×1
(10-20) % inc. Move.Spd(10-20) % increased Movement Speed
+(30-50) to maxES+(30-50) to maximumEnergy Shield
+(10-20) to Str+(10-20) to Strength
+(10-20) to Dex+(10-20) to Dexterity
+(10-20) to Int+(10-20) to Intelligence
50 % inc. Rarity 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 Rarity of Items found when on Low Life
Trampletoe Lv. 27+
Base stats
Base
Trimmed Greaves
StrStrength
57
Armour
188
Ezomyte
Version
Lvl
AR
RW
Recipe
Version details
Base
27
188
-
—
R.mastered
40
133
71
×5600×20×1
Runemastered details
5 % increased Movement Speed
15 % inc. Move.Spd15 % increased Movement Speed
(50-100) % inc. Armour(50-100) % increased Armour
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 Attribute 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 killedDeal 30 % of Overkill damage to enemies within 2 metres of the enemy killed
Windscream Lv. 33+
Base stats
Base
Feathered Sandals
IntIntelligence
45
ESEnergy Shield
62
Version
Lvl
ES
RW
Recipe
Base
33
62
-
—
R.mastered
40
50
42
×220×1
(10-20) % inc. Move.Spd(10-20) % increased Movement Speed
(50-100) % inc. ES(50-100) % increased Energy Shield
+(10-20) to Int+(10-20) to Intelligence
CurseCurses
Fallback hint: no keyword description was found for this term. Skills have (10-20) % inc. Cast SpeedCurse Skills have (10-20) % increased Cast Speed
Curses have no Activation Delay
Powertread Lv. 33+
Base stats
Base
Hunting Shoes
DexDexterity
26
IntIntelligence
26
EvasionEvasion Rating
105
ESEnergy Shield
36
Version
Lvl
EV
ES
RW
Recipe
Base
33
105
36
-
—
R.mastered
40
113
23
28
×220×1
(15-20) % inc. Move.Spd(15-20) % increased Movement Speed
(60-80) % inc. Evasion and ES(60-80) % increased Evasion and Energy Shield
+(10-20) to Int+(10-20) to Intelligence
+1 to Maximum Power Charges
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 Charge12 % increased Critical Damage Bonus per Power Charge
Bushwhack Lv. 33+
Base stats
Base
Lizardscale Boots
DexDexterity
45
EvasionEvasion Rating
208
Ezomyte
Version
Lvl
EV
RW
Recipe
Base
33
208
-
—
R.mastered
40
174
42
×220×1
(15-25) % inc. Move.Spd(15-25) % increased Movement Speed
(50-80) % inc. Evasion Rating(50-80) % increased Evasion Rating
+(10-20) to Dex+(10-20) to Dexterity
Physical 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 .Physical Damage is Pinning
Obern's Bastion Lv. 33+
Base stats
Base
Stacked Sabatons
StrStrength
26
DexDexterity
26
Armour
210
EvasionEvasion Rating
187
Ezomyte
Version
Lvl
AR
EV
RW
Recipe
Version details
Base
33
210
187
-
—
R.mastered
40
497
155
21
×390×1
Runemastered details
10 % increased Movement Speed
(150-200) % inc. Armour and Evasion(150-200) % increased Armour and Evasion
(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 Recovery
(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 ChillDuration 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 FreezeDuration 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 Shock duration on you
Birth of Fury Lv. 33+
Base stats
Base
Stone Greaves
StrStrength
45
Armour
133
Version
Lvl
AR
RW
Recipe
Base
33
133
-
—
R.mastered
55
157
46
×400×1
20 % inc. Move.Spd20 % increased Movement Speed
+(40-60) to maxLife+(40-60) to maximumLife
+(20-30) % to Fire Res+(20-30) % to Fire Resistance
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 maxLifeDrop Ignited Ground while moving, which lasts 8 seconds and Ignites as though dealing Fire Damage equal to 10 % of your maximumLife
Shankgonne Lv. 45+
Base stats
Base
Covered Sabatons
StrStrength
34
DexDexterity
34
Armour
180
EvasionEvasion Rating
162
Version
Lvl
AR
EV
RW
Recipe
Base
45
180
162
-
—
R.mastered
55
130
63
73
×700×1
Grants Skill: Level 11 Black Powder Blitz
(80-100) % inc. Armour and Evasion(80-100) % increased Armour and Evasion
(10-20) % inc. Rarity of Items found(10-20) % increased Rarity of Items found
+(15-25) % to Fire Res+(15-25) % to Fire Resistance
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 ArmourGain Deflection Rating equal to 20 % of Armour
+(200-300) to Stun Threshold
You cannot Sprint
cannon ball footsteps [1]
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 Fire damageFire 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 . Fire damageFire from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damageFire inflict stronger Ignites. The base Magnitude of Ignite is Fire damageFire per second equal to 20% of the Fire damageFire 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 Blinds and Ignites enemies in the area you escape from. The explosion will cause any Grenades in its area of effect to also explode.
Level: 11 - 20
Explosion
Cost
0Mana
Cooldown Time
(4.50 - 3.50) s
Critical Hit Chance
15.00%
Deals (140 - 521) to (260 - 967)Phys.DmgDeals (140 - 521) to (260 - 967)Physical Damage
Converts 60 % of Physical damage to Fire damageConverts 60 % of Physical damage to Fire 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.Blind enemies on Hit
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 Physical damagePhysical and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster Physical damagePhysical 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 Skill100 % increased Stun Threshold while using Skill
Always Ignites
q20:10 % 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. Rate10 % increased Cooldown Recovery Rate
Beetlebite Lv. 52+
Base stats
Base
Velour Shoes
DexDexterity
38
IntIntelligence
38
EvasionEvasion Rating
201
ESEnergy Shield
63
Version
Lvl
EV
ES
RW
Recipe
Base
52
201
63
-
—
R.mastered
65
173
26
63
×520×1
(20-30) % inc. Move.Spd(20-30) % increased Movement Speed
(60-120) % inc. Evasion and ES(60-120) % increased Evasion and Energy Shield
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.AggravateBleeding on Enemies when they Enter your Presence
100 % inc. Thorns damage100 % increased Thorns damage
Decree of Flight Lv. 65+
Base stats
Base
Ancient Leggings
StrStrength
56
IntIntelligence
56
Armour
398
ESEnergy Shield
110
Version
Lvl
AR
ES
RW
Recipe
Base
65
398
110
-
—
R.mastered
65
318
30
53
×960×1
30 % inc. Move.Spd30 % increased Movement Speed
(150-200) % inc. Armour and ES(150-200) % increased Armour and Energy Shield
(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 ES for 4 seconds when you Dodge RollGain Guard equal to (10-20) % of missing Energy Shield for 4 seconds when you Dodge Roll
Maximum amount of Guard is based on maxES insteadMaximum amount of Guard is based on maximumEnergy Shield instead
Divine Flight
base is floating [1]
Atziri's Step Lv. 65+
Base stats
Base
Cinched Boots
DexDexterity
86
EvasionEvasion Rating
486
Version
Lvl
EV
RW
Recipe
Base
65
486
-
—
R.mastered
65
390
74
×530×1
30 % inc. Move.Spd30 % increased Movement Speed
(80-120) % inc. ER(80-120) % increased Evasion Rating
+(70-100) to maxLife+(70-100) to maximumLife
Gain Deflection Rating equal to (40-60) % of ERGain Deflection Rating equal to (40-60) % of Evasion Rating
(-12--6) % to amount of Dmg Prevented by Deflection(-12--6) % to amount of Damage Prevented by Deflection
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 DeflectedHitsCannot be Light Stunned by DeflectedHits
Ab Aeterno Lv. 65+
Base stats
Base
Grand Cuisses
StrStrength
34
DexDexterity
34
IntIntelligence
34
Armour
303
EvasionEvasion Rating
276
ESEnergy Shield
85
Version
Lvl
AR
EV
ES
RW
Recipe
Base
65
303
276
85
-
—
R.mastered
65
153
41
12
106
×540×1
(15-30) % inc. Move.Spd(15-30) % increased Movement Speed
(200-250) % inc. Armour , Evasion and ES(200-250) % increased Armour , Evasion and Energy Shield
Dodge Roll avoids allHits
Gain OverencumbranceOverencumbrance
Slows by 10%, reapplying this Debuff stacks and refreshes it's duration. for 4 seconds when you Dodge RollGain Overencumbrance 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 Slows while SprintingYour speed is Unaffected by Slows while Sprinting