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 Bow
Phys. DmgPhysical Damage
6-9
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.20
Version
Lvl
Ph.dmg
Crit. %
APS
Ch.dmg
DPS
Recipe
Base
1
6-9
5.00%
1.20
-
9
—
R.forged
55
-
5%
1.2
42-62
62.4
×15×1
(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 Quiver
Quill Rain Lv. 5+
Base stats
Base
Shortbow
DexDexterity
12
Phys. DmgPhysical Damage
7-14
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
2.50
Ezomyte
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Version details
Base
5
7-14
5.00%
2.50
26.3
—
R.forged
38
30-56
5%
2.5
108
×200×1
R.forged
55
44-81
5%
2.8
175
×5×1
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. Speed100 % increased Attack 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 Dexterity
(50-100) % inc. Arrow Speed(50-100) % increased Arrow Speed
40 % lessAttack Dmg40 % lessAttack Damage
Ironbound Lv. 11+
Base stats
Base
Warden Bow
DexDexterity
23
Phys. DmgPhysical Damage
12-20
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.27
Ezomyte
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
11
12-20
5.00%
1.27
20.3
—
R.forged
40
38-63
5%
1.26
63.6
×245×1
(25-35) % chance to ChainChain
Fallback hint: no keyword description was found for this term. an additional time(25-35) % chance to Chain 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 Armour
(5-10) % inc. Attack Speed(5-10) % increased Attack 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 chance
(3-5) % inc. Block chance per 100 total ItemArmourItem 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 ArmourItemsEquipped 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 chance per 100 total ItemArmour on Equipped ArmourItems
Hits with this weapon have (1-2) to (4-5) Added PhysicalPhysical
10% increased Physical Damage Dmg per 1%Block%Hits with this weapon have (1-2) to (4-5) Added Physical Damage per 1%Block Chance
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 Return if they have Pierced a target which had Fully Broken Armour
Splinterheart Lv. 16+
Base stats
Base
Recurve Bow
DexDexterity
31
Phys. DmgPhysical Damage
35-72
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.10
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
16
35-72
5.00%
1.10
58.9
—
R.forged
40
95-194
5%
1.1
159
×205×1
(120-160) % inc. Physical Dmg(120-160) % increased Physical 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 Accuracy 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 Projectile Speed
ProjSplitSplit
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 targetsProjectilesSplit towards +2 targets
Doomfletch Lv. 22+
Base stats
Base
Composite Bow
DexDexterity
41
Phys. DmgPhysical Damage
25-41
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.20
Corrupted
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
22
25-41
5.00%
1.20
39.6
—
R.forged
55
59-98
5%
1.2
94.2
×20×1
Adds (5-7) to (10-12)Physical DmgAdds (5-7) to (10-12)Physical Damage
+10 to Dex+10 to Dexterity
(30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
Attacks with this Weapon gain 100 % of Physical 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 .Attacks with this Weapon gain 100 % of Physical damage as Extra damage of each Element
Death's Harp Lv. 28+
Base stats
Base
Dualstring Bow
DexDexterity
52
Phys. DmgPhysical Damage
19-35
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.15
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
28
19-35
5.00%
1.15
31.1
—
R.forged
55
45-83
26.5%
1.15
73.6
×570×1
+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 % Surpassing 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 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, 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.(20-30)Life per enemy killedGain(20-30)Life per enemy killed
Gain(12-18)Mana per enemy killed
+(250-330) % Surpassing chance to fire an additional Arrow
Slivertongue Lv. 39+
Base stats
Base
Zealot Bow
DexDexterity
70
Phys. DmgPhysical Damage
74-119
Crit. %Critical Hit Chance
10.28%
APSAttacks per Second
1.20
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
39
74-119
10.28%
1.20
116
—
R.forged
55
87-139
15%
1.2
136
×775×1
Adds (40-48) to (65-72)Physical DmgAdds (40-48) to (65-72)Physical 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 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.(5-8) % of Physical Dmg as LifeLeeches(5-8) % of Physical Damage as Life
Leeches(4-7) % of Physical Dmg as ManaLeeches(4-7) % of Physical 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 Fork
Arrows Pierceall targets after Forking
Fairgraves' Curse Lv. 45+
Base stats
Base
Artillery Bow
DexDexterity
80
Phys. DmgPhysical Damage
39-72
Fire Damage
93-169
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.10
Version
Lvl
Ph.dmg
F.dmg
Crit. %
APS
DPS
Recipe
Base
45
39-72
93-169
5.00%
1.10
205
—
Grants Skill: Level 11 Phantasmal Arrow
50 % reduced Proj Range50 % reduced Projectile 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 . DmgAdds (76-98) to (126-193)Fire 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 FlammabilityMagnitude
(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.Magnitude(10-20) % increased IgniteMagnitude
30 % reduced Life Recovery rate
-30Phys.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.-30Physical Damage taken from Hits
Attack Hits 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 secondsAttack Hits inflict Spectral Fire 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 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. . Igniting any enemy with the Explosion also applies Ignite to enemies within range.Fires 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 Ignite . Igniting any enemy with the Explosion also applies Ignite to enemies within range.
Level: 11 - 20
Cost: (6 - 40)Mana
Atk Speed: 70% of baseAttack Speed: 70% of base
Atk Dmg: (20 - 62)% of baseAttack Damage: (20 - 62)% of base
Proj Speed: 54 m/sProjectile Speed: 54 metres per Second
Arrow
Converts 20 % of Physical damage to Fire damageFire
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 .Converts 20 % of Physical damage to Fire damage
Arrow duration is 1.5 seconds
q20:Inflicts 100 % more Flammability Magnitude
Explosion
Attack Damage
(120 - 374)%
Converts 20 % of Physical damage to Fire damageConverts 20 % of Physical damage to Fire damage
Inflicts 200 % more Flammability Magnitude
Ignites inflicted by this Skill Spread to other enemies that stay within 1.8 m for 1 secondIgnites inflicted by this Skill Spread to other enemies that stay within 1.8 metres for 1 second
Arrow duration is 1.5 seconds
Explosion radius is (2 - 2.4) mExplosion radius is (2 - 2.4) metres
Lioneye's Glare Lv. 65+
Base stats
Base
Heavy Bow
DexDexterity
114
Phys. DmgPhysical Damage
115-192
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.32
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
65
115-192
5.00%
1.32
203
—
(150-240) % inc. Physical Dmg(150-240) % increased Physical Damage
+(300-500) to Accu Rating+(300-500) to Accuracy Rating
10 % inc. Attack Speed10 % increased Attack Speed
+(20-30) to Dex+(20-30) to Dexterity
+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 Recently
-1 metre to Dodge Roll distance if you've Dodge Rolled Recently
RepeatableRepeatable
Fallback hint: no keyword description was found for this term.Attacks with this Bow Repeat+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.RepeatableAttacks with this Bow Repeat+2 times if no enemies are in your Presence
enable lioneyes glow task [1]
Periphery Lv. 67+
Base stats
Base
Heartwood Shortbow
DexDexterity
134
Phys. DmgPhysical Damage
41-76
Elem. DmgElemental Damage
52-89
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.38
Version
Lvl
Ph.dmg
El.dmg
Crit. %
APS
DPS
Recipe
Base
67
41-76
52-89
5.00%
1.38
178
—
Grants Skill: Level 16 Azmerian Swarms
Adds (48-59) to (75-97)Fire DmgAdds (48-59) to (75-97)Fire 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 . DmgAdds (35-53) to (65-80)Cold 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. DmgAdds (1-8) to (123-152)Lightning Damage
(8-14) % inc. Attack Speed(8-14) % increased Attack Speed
Ele.Dmg from HitsContributesContributes
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 Flammability , Ignite , 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.Magnitudes , 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. ChanceElemental Damage from HitsContributes to Flammability , Ignite , and ChillMagnitudes , Freeze Buildup, and Shock 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 Ailments . The swarms are untargetable Minions that pursue nearby enemies to Attack them and infict Faerie Fire 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 Ailments or hit Rare or Unique enemies affected by Elemental Ailments . The swarms are untargetable Minions that pursue nearby enemies to Attack them and infict Faerie Fire on Hit .
Level: 16 - 20
Summon an Azmerian Swarm when you kill a target affected by an Elemental Ailment
10 % chance to summon an Azmerian Swarm when you Hit a Rare or Unique target affected by an Elemental Ailment
Maximum 8 Azmerian Swarms
Swarms have 100 % chance to inflict 1 Faerie Fire on HitSwarms have 100 % chance to inflict 1 Faerie Fire on Hit
Swarms Convert 100 % of Phys.Dmg to a random ElementSwarms Convert 100 % of Physical Damage to a random Element
Swarm 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 Ailment on targetSwarms deal (26 - 30) % more Damage with Hits for each type of Elemental Ailment on target
q20:Maximum +2 Azmerian Swarms
Voltaxic Rift Lv. 79+
Base stats
Base
Fanatic Bow
DexDexterity
163
Phys. DmgPhysical Damage
47-79
Lightning Damage
1-302
Chaos Damage
28-64
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.37
Version
Lvl
Ph.dmg
Li.dmg
Ch.dmg
Crit. %
APS
DPS
Recipe
Base
79
47-79
1-302
28-64
5.00%
1.37
357
—
Adds 1 to (300-500)Lightning DmgAdds 1 to (300-500)Lightning Damage
(10-15) % inc. Attack Speed(10-15) % increased Attack Speed
100 % of Lightning 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. Dmg100 % of Lightning Damage Converted to Chaos Damage
Chaos Dmg from Hits also Contributes to Shock ChanceChaos Damage from Hits also Contributes to Shock Chance