Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .Leather Buckler
Block chance
24%
EvasionEvasion Rating
39
Ezomyte
Version
Lvl
Block %
EV
RW
Recipe
Base
1
24%
39
-
—
R.mastered
38
20%
108
36
×240×1
Grants Skill: Parry
(20-30) % inc. BlockBlock
Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. chance(20-30) % increased Block chance
+(20-30) to EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy . Rating+(20-30) to Evasion Rating
You take 50 % of damage from BlockedHitsHits
Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.You take 50 % of damage from BlockedHits
50 % inc. Parried DebuffParried Debuff
Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.MagnitudeMagnitude
The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.50 % increased Parried DebuffMagnitude
Parry
Attack
Attack
Melee
Physical
Duration
Channelling
Req: Level 90+
Ready your Buckler to parry the next HitHit
Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. Physical damagePhysical, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. buildup. You cannot Evade a Hit you could parry, but EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy . instead grants an equal chance to avoid this Heavy Stun buildup.Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.75 sec
CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%.Hit Chance: 5.00%CriticalHit Chance: 5.00%
Atk Dmg: 65% of baseAttack Damage: 65% of base
Can't be Evaded
400 % moreStunStun
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. buildup400 % moreStun buildup
Can BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. Dmg from enemies within 1 metreCan Block Damage from enemies within 1 metre
Can BlockProjProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. Dmg from enemies within 1.5 mCan BlockProjectile Damage from enemies within 1.5 metres
Parried DebuffParriedDebuff
Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration. makes targets take 50 % more Atk DmgParried Debuff makes targets take 50 % more Attack Damage
Parried Debuff duration is 2 seconds
3 to 4 Added Phys.DmgPhysical
10% increased Physical Damage per 5EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy . Rating on Buckler3 to 4 Added Physical Damage per 5Evasion Rating on Buckler
Nocturne Lv. 5+
Base stats
Base
Wooden Buckler
DexDexterity
10
Block chance
20%
EvasionEvasion Rating
18
Version
Lvl
Block %
EV
RW
Recipe
Base
5
20%
18
-
—
R.mastered
38
20%
90
18
×240×1
Grants Skill: Parry
+(60-80) to maxMana+(60-80) to maximumMana
+(10-15) % 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.+(10-15) % to allElementalResistances
20 % inc. AccuAccuracy
Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away. Rating20 % increased Accuracy Rating
Parried enemies take moreSpellSpell
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance. Dmg instead of moreAttackAttack
Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type. DmgParried enemies take moreSpell Damage instead of moreAttack Damage
100 % inc. Parried Debuff Dur.100 % increased Parried DebuffDuration
parry skill art variation from item [2]
Parry
Attack
Attack
Melee
Physical
Duration
Channelling
Req: Level 90+
Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.75 sec
CriticalHit Chance: 5.00%
Atk Dmg: 65% of baseAttack Damage: 65% of base
Can't be Evaded
400 % moreStun buildup
Can Block Dmg from enemies within 1 metreCan Block Damage from enemies within 1 metre
Can BlockProj Dmg from enemies within 1.5 mCan BlockProjectile Damage from enemies within 1.5 metres
Parried Debuff makes targets take 50 % more Atk DmgParried Debuff makes targets take 50 % more Attack Damage
Parried Debuff duration is 2 seconds
3 to 4 Added Phys.Dmg per 5Evasion Rating on Buckler3 to 4 Added Physical Damage per 5Evasion Rating on Buckler
Rondel de Ezo Lv. 11+
Base stats
Base
Plated Buckler
DexDexterity
18
Block chance
20%
EvasionEvasion Rating
79
Ezomyte
Version
Lvl
Block %
EV
RW
Recipe
Base
11
20%
79
-
—
R.mastered
38
20%
155
23
×240×1
Grants Skill: Parry
(50-150) % inc. Evasion Rating(50-150) % increased Evasion Rating
+(10-20) to DexDexterity
Dexterity is an Attribute required to use most equipment that grants Evasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.+(10-20) to Dexterity
5Life Regeneration per second
100 % inc. Block chance against Proj100 % increased Block chance against Projectiles
CurseCurses
Fallback hint: no keyword description was found for this term. Enemies with EnfeebleEnfeeble
Enfeeble is a Curse that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%. on BlockCurse Enemies with Enfeeble on Block
Parry
Attack
Attack
Melee
Physical
Duration
Channelling
Req: Level 90+
Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.75 sec
CriticalHit Chance: 5.00%
Atk Dmg: 65% of baseAttack Damage: 65% of base
Can't be Evaded
400 % moreStun buildup
Can Block Dmg from enemies within 1 metreCan Block Damage from enemies within 1 metre
Can BlockProj Dmg from enemies within 1.5 mCan BlockProjectile Damage from enemies within 1.5 metres
Parried Debuff makes targets take 50 % more Atk DmgParried Debuff makes targets take 50 % more Attack Damage
Parried Debuff duration is 2 seconds
3 to 4 Added Phys.Dmg per 5Evasion Rating on Buckler3 to 4 Added Physical Damage per 5Evasion Rating on Buckler
Bloodbarrier Lv. 16+
Base stats
Base
Iron Buckler
DexDexterity
25
Block chance
22%
EvasionEvasion Rating
42
Version
Lvl
Block %
EV
RW
Recipe
Base
16
22%
42
-
—
R.mastered
38
20%
45
45
×240×1
Grants Skill: Parry
(10-15) % inc. Block chance(10-15) % increased Block chance
+(13-17) % to Chaos Res+(13-17) % to Chaos Resistance
(5-10)Life Regeneration per second
Inflict Corrupted BloodCorrupted Blood
Corrupted Blood is a Debuff that deals Physical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target. Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding . for 5 seconds on Block , dealing 50 % of | your maxLife as Physical damage per secondInflict Corrupted Blood for 5 seconds on Block , dealing 50 % of | your maximumLife as Physical damage per second
Parry
Attack
Attack
Melee
Physical
Duration
Channelling
Req: Level 90+
Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.75 sec
CriticalHit Chance: 5.00%
Atk Dmg: 65% of baseAttack Damage: 65% of base
Can't be Evaded
400 % moreStun buildup
Can Block Dmg from enemies within 1 metreCan Block Damage from enemies within 1 metre
Can BlockProj Dmg from enemies within 1.5 mCan BlockProjectile Damage from enemies within 1.5 metres
Parried Debuff makes targets take 50 % more Atk DmgParried Debuff makes targets take 50 % more Attack Damage
Parried Debuff duration is 2 seconds
3 to 4 Added Phys.Dmg per 5Evasion Rating on Buckler3 to 4 Added Physical Damage per 5Evasion Rating on Buckler
Kaltenhalt Lv. 22+
Base stats
Base
Ridged Buckler
DexDexterity
33
Block chance
20%
EvasionEvasion Rating
101
Version
Lvl
Block %
EV
RW
Recipe
Base
22
20%
101
-
—
R.mastered
40
20%
121
28
×240×1
Grants Skill: Parry
(80-120) % inc. Evasion Rating(80-120) % increased Evasion Rating
+5 % to Maximum Cold ResMaximum Elemental Resistances
The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.+5 % to Maximum Cold Resistance
+40 % to Cold Res+40 % to Cold Resistance
Modifiers to StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other. Buildup apply to FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen . Buildup instead for ParryModifiers to Stun Buildup apply to Freeze Buildup instead for Parry
100 % of Parry Physical Dmg Converted to ColdCold
Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun . Dmg100 % of Parry Physical Damage Converted to Cold Damage
25 to 35ColdThornsThorns
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. damage25 to 35ColdThorns damage
Parry
Attack
Attack
Melee
Physical
Duration
Channelling
Req: Level 90+
Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.75 sec
CriticalHit Chance: 5.00%
Atk Dmg: 65% of baseAttack Damage: 65% of base
Can't be Evaded
400 % moreStun buildup
Can Block Dmg from enemies within 1 metreCan Block Damage from enemies within 1 metre
Can BlockProj Dmg from enemies within 1.5 mCan BlockProjectile Damage from enemies within 1.5 metres
Parried Debuff makes targets take 50 % more Atk DmgParried Debuff makes targets take 50 % more Attack Damage
Parried Debuff duration is 2 seconds
3 to 4 Added Phys.Dmg per 5Evasion Rating on Buckler3 to 4 Added Physical Damage per 5Evasion Rating on Buckler
Silverthorne Lv. 26+
Base stats
Base
Spiked Buckler
DexDexterity
38
Block chance
20%
EvasionEvasion Rating
112
Version
Lvl
Block %
EV
RW
Recipe
Base
26
20%
112
-
—
R.mastered
40
20%
107
33
×430×1
Grants Skill: ParryParry
Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit , leaving them off balance and inflicting the Parried Debuff .Grants Skill: Parry
(60-100) % inc. Evasion Rating(60-100) % increased Evasion Rating
+(10-15) % to allElementalResistances
Parrying applies 10 Stacks of Critical WeaknessCritical Weakness
Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.Parrying applies 10 Stacks of Critical Weakness
100 % inc. Parry Dmg100 % increased Parry Damage
Parry
Attack
Attack
Melee
Physical
Duration
Channelling
Req: Level 90+
Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.75 sec
CriticalHit Chance: 5.00%
Atk Dmg: 65% of baseAttack Damage: 65% of base
Can't be Evaded
400 % moreStun buildup
Can Block Dmg from enemies within 1 metreCan Block Damage from enemies within 1 metre
Can BlockProj Dmg from enemies within 1.5 mCan BlockProjectile Damage from enemies within 1.5 metres
Parried Debuff makes targets take 50 % more Atk DmgParried Debuff makes targets take 50 % more Attack Damage
Parried Debuff duration is 2 seconds
3 to 4 Added Phys.Dmg per 5Evasion Rating on Buckler3 to 4 Added Physical Damage per 5Evasion Rating on Buckler
Calgyra's Arc Lv. 52+
Base stats
Base
Ornate Buckler
DexDexterity
74
Block chance
20%
EvasionEvasion Rating
215
Version
Lvl
Block %
EV
RW
Recipe
Base
52
20%
215
-
—
R.mastered
55
20%
204
12
×1000×1
Grants Skill: Parry
(60-100) % inc. Evasion Rating(60-100) % increased Evasion Rating
+(60-100) to maxMana+(60-100) to maximumMana
+(10-20) to IntIntelligence
Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.+(10-20) to Intelligence
Infinite Parry Range
50 % inc. Parried Debuff Dur.50 % increased Parried DebuffDuration
parry skill art variation from item [1]
Parry
Attack
Attack
Melee
Physical
Duration
Channelling
Req: Level 90+
Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.75 sec
CriticalHit Chance: 5.00%
Atk Dmg: 65% of baseAttack Damage: 65% of base
Can't be Evaded
400 % moreStun buildup
Can Block Dmg from enemies within 1 metreCan Block Damage from enemies within 1 metre
Can BlockProj Dmg from enemies within 1.5 mCan BlockProjectile Damage from enemies within 1.5 metres
Parried Debuff makes targets take 50 % more Atk DmgParried Debuff makes targets take 50 % more Attack Damage
Parried Debuff duration is 2 seconds
3 to 4 Added Phys.Dmg per 5Evasion Rating on Buckler3 to 4 Added Physical Damage per 5Evasion Rating on Buckler
Sunsplinter Lv. 55+
Base stats
Base
Array Buckler
DexDexterity
78
Block chance
20%
EvasionEvasion Rating
278
Corrupted
Version
Lvl
Block %
EV
RW
Recipe
Base
55
20%
278
-
—
R.mastered
60
20%
228
33
×1500×1
Grants Skill: Parry
(100-300) % inc. Evasion Rating(100-300) % increased Evasion Rating
+1 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 to Level of allFire Skills
+2 to Level of allCold Skills
+3 to Level of allLightningLightning
Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt. Skills+3 to Level of allLightning Skills
+1 % to Maximum Fire Res+1 % to Maximum Fire Resistance
+2 % to Maximum Cold Res+2 % to Maximum Cold Resistance
+3 % to Maximum Light. Res+3 % to Maximum Lightning Resistance
Parry
Attack
Attack
Melee
Physical
Duration
Channelling
Req: Level 90+
Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.75 sec
CriticalHit Chance: 5.00%
Atk Dmg: 65% of baseAttack Damage: 65% of base
Can't be Evaded
400 % moreStun buildup
Can Block Dmg from enemies within 1 metreCan Block Damage from enemies within 1 metre
Can BlockProj Dmg from enemies within 1.5 mCan BlockProjectile Damage from enemies within 1.5 metres
Parried Debuff makes targets take 50 % more Atk DmgParried Debuff makes targets take 50 % more Attack Damage
Parried Debuff duration is 2 seconds
3 to 4 Added Phys.Dmg per 5Evasion Rating on Buckler3 to 4 Added Physical Damage per 5Evasion Rating on Buckler