10% increased Physical Damage damage, +3 to +4 per Boss's Face BrokenBoss's Face Broken
Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter. "Rare Monster Encounter" icons do not provide any bonus when broken.Has 8 to 12Physical damage, +3 to +4 per Boss's Face Broken
(30-50) % inc. StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other. Buildup(30-50) % increased Stun Buildup
1%moreUnarmed DmgUnarmed Damage
Unarmed Damage refers to the Hit Damage of Unarmed Attacks . As such, Unarmed Damage is always Attack HitDamage . Players' base Unarmed Damage is Physical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength . Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it. per 5StrStrength
Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.1%moreUnarmed Damage per 5Strength
+0.3 m to MeleeMelee
Melee Attacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage.StrikeStrike
A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. Range while Unarmed+0.3 metres to MeleeStrike Range while Unarmed
+1 to ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. per Str+1 to Armour per Strength
Can AttackAttack
Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type. as though using a One Handed MaceMace
Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage. while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks
Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon . Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks. that would use an EquippedEquipped
Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.One Hand Mace 's damage use this Item's damageCan Attack as though using a One Handed Mace while both of your hand slots are empty | Unarmed Attacks that would use an EquippedOne Hand Mace 's damage use this Item's damage
local display facebreaker damage imitation weapon [1]
Northpaw Lv. 1+
Base stats
Base
Suede Bracers
EvasionEvasion Rating
29
Ezomyte
Version
Lvl
EV
RW
Recipe
Base
1
29
-
—
R.mastered
38
63
20
×420×1
+(15-25) to EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy . Rating+(15-25) to Evasion Rating
Adds (3-5) to (8-10)Physical Dmg to AttacksAdds (3-5) to (8-10)Physical Damage to Attacks
(10-15) % inc. Critical Dmg BonusCritical Damage Bonus
Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).(10-15) % increased Critical Damage Bonus
Base Critical HitCritical Hit
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%. Chance for Attacks with WeaponsWeapons
Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons. is 7 %Base Critical Hit Chance for Attacks with Weapons is 7 %
Painter's Servant Lv. 1+
Base stats
Base
Torn Gloves
ESEnergy Shield
9
Version
Lvl
ES
RW
Recipe
Base
1
9
-
—
R.mastered
38
18
36
×240×1
GainExtra
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.(5-10) % of Ele.DmgElement
The three Elemental damage types are Fire , Cold , and Lightning . as Extra ColdCold
Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun . DmgGain(5-10) % of Elemental Damage as Extra Cold Damage
Gain(5-10) % of Ele.Dmg as Extra FireFire
Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite . DmgGain(5-10) % of Elemental Damage as Extra Fire Damage
Gain(5-10) % of Ele.Dmg as Extra LightningLightning
Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt. DmgGain(5-10) % of Elemental Damage as Extra Lightning Damage
33 % of Ele.DmgConvertedConverted
Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type. For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock , but no longer scales with Fire damage modifiers or causes Ignite . Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted. to Cold Dmg33 % of Elemental DamageConverted to Cold Damage
33 % of Ele.DmgConverted to Fire Dmg33 % of Elemental DamageConverted to Fire Damage
33 % of Ele.DmgConverted to Lightning Dmg33 % of Elemental DamageConverted to Lightning Damage
Plaguefinger Lv. 4+
Base stats
Base
Gauze Wraps
DexDexterity
6
IntIntelligence
6
EvasionEvasion Rating
14
ESEnergy Shield
9
Version
Lvl
EV
ES
RW
Recipe
Base
4
14
9
-
—
R.mastered
38
-
-
90
×230×1
(30-50) % inc. Evasion and ESEnergy Shield
Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.(30-50) % increased Evasion and Energy Shield
(4-6) % inc. Attack Speed(4-6) % increased Attack Speed
Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute .Cannot inflict Elemental Ailments
(20-30) % chance to PoisonPoisons
Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield . Physical and Chaos damage from Hits Contribute to Poison Magnitude . Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Poison damage. on HitHits
Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.(20-30) % chance to Poison on Hit
All DmgAll Damage
The damage types are Physical , Fire , Cold , Lightning and Chaos . 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 Poison MagnitudeAll Damage from HitsContributes to Poison Magnitude
Gravebind Lv. 5+
Base stats
Base
Rope Cuffs
StrStrength
6
IntIntelligence
6
Armour
18
ESEnergy Shield
9
Version
Lvl
AR
ES
RW
Recipe
Base
5
18
9
-
—
R.mastered
38
47
10
36
×130×1
(40-60) % inc. Armour and ES(40-60) % increased Armour and Energy Shield
20 % inc. Rarity of ItemsRarity of Items
Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items. found | Your other Modifiers to Rarity of Items found do not apply20 % increased Rarity of Items found | Your other Modifiers to Rarity of Items found do not apply
+(10-15) % to Cold ResFire Resistance
Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.+(10-15) % to Cold Resistance
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.(7-10)Life per enemy killedGain(7-10)Life per enemy killed
Gain(4-6)Mana per enemy killed
Enemies in your PresencePresence
Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers. killed by anyone count as being killed by you insteadEnemies in your Presence killed by anyone count as being killed by you instead
Jarngreipr Lv. 6+
Base stats
Base
Ringmail Gauntlets
StrStrength
6
DexDexterity
6
Armour
21
EvasionEvasion Rating
17
Version
Lvl
AR
EV
RW
Recipe
Base
6
21
17
-
—
R.mastered
38
66
39
18
×140×1
50 % inc. Armour and Evasion50 % increased Armour and Evasion
Adds (2-3) to (5-6)Physical Dmg to AttacksAdds (2-3) to (5-6)Physical Damage to Attacks
+(30-50) to maxLife+(30-50) to maximumLife
(4-8) % inc. Attack Speed(4-8) % increased Attack Speed
Str can satisfy other AttributeAttributes
Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus. req. of Melee Weapons and Melee SkillsStrength can satisfy other Attribute Requirements of Melee Weapons and Melee Skills
Grip of Winter Lv. 11+
Base stats
Base
Firm Bracers
DexDexterity
16
EvasionEvasion Rating
45
Version
Lvl
EV
RW
Recipe
Base
11
45
-
—
R.mastered
38
91
27
×140×1
(30-50) % inc. Evasion Rating(30-50) % increased Evasion Rating
Adds (3-5) to (6-8)Cold damage to Attacks
+(20-30) % to Cold Res+(20-30) % to Cold Resistance
(40-50) % inc. FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen . Buildup(40-50) % increased Freeze Buildup
(20-30) % inc. MagnitudeMagnitude
The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target. of ChillChill
Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill. you inflict(20-30) % increased Magnitude of Chill you inflict
Treefingers Lv. 11+
Base stats
Base
Riveted Mitts
StrStrength
16
Armour
63
Version
Lvl
AR
RW
Recipe
Base
11
63
-
—
R.mastered
38
119
23
×250×1
(30-60) % inc. Armour(30-60) % increased Armour
Adds (6-10) to (12-16)Physical Dmg to AttacksAdds (6-10) to (12-16)Physical Damage to Attacks
5 % reduced Attack Speed
+(15-20) to Str+(15-20) to Strength
(20-30) % inc. Stun Buildup(20-30) % increased Stun Buildup
Giant's BloodGiant's Blood
You can wield Two-Handed Axes , Maces and Swords in one hand Triple Attribute requirements of weapons Inherent Life granted by Strength is halvedGiant's Blood
Candlemaker Lv. 12+
Base stats
Base
Sombre Gloves
IntIntelligence
17
ESEnergy Shield
27
Ezomyte
Version
Lvl
ES
RW
Recipe
Base
12
27
-
—
R.mastered
39
42
18
×140×1
(50-80) % inc. ES(50-80) % increased Energy Shield
(20-40) % inc. Fire Dmg(20-40) % increased Fire Damage
+(20-40) % to Fire Res+(20-40) % to Fire Resistance
(-20--10) % to Cold Res(-20--10) % to Cold Resistance
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.Magnitude is doubledFlammabilityMagnitude is doubled
Shackles of the Wretched Lv. 16+
Base stats
Base
Aged Cuffs
StrStrength
13
IntIntelligence
13
Armour
36
ESEnergy Shield
14
Version
Lvl
AR
ES
RW
Recipe
Base
16
36
14
-
—
R.mastered
38
59
13
18
×150×1
(30-50) % inc. Armour and ES(30-50) % increased Armour and Energy Shield
You cannot be Chilled for 6 seconds after being Chilled
You cannot be FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup. for 6 seconds after being FrozenYou cannot be Frozen for 6 seconds after being Frozen
You cannot be IgnitedIgnite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage. for 6 seconds after being IgnitedYou cannot be Ignited for 6 seconds after being Ignited
You cannot be ShockedShock
Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt. for 6 seconds after being ShockedYou cannot be Shocked for 6 seconds after being Shocked
CursesCurses
Fallback hint: no keyword description was found for this term. you inflict are reflected back to youCurses you inflict are reflected back to you
Aurseize Lv. 16+
Base stats
Base
Layered Gauntlets
StrStrength
13
DexDexterity
13
Armour
39
EvasionEvasion Rating
34
Version
Lvl
AR
EV
RW
Recipe
Base
16
39
34
-
—
R.mastered
38
76
47
14
×140×1
(40-60) % inc. Armour and Evasion(40-60) % increased Armour and Evasion
(40-50) % inc. Rarity of Items found(40-50) % increased Rarity of Items found
LoseLose
Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.2 % of maxLife on KillLose2 % of maximumLife on Kill
Killjoy Lv. 16+
Base stats
Base
Linen Wraps
DexDexterity
13
IntIntelligence
13
EvasionEvasion Rating
34
ESEnergy Shield
15
Version
Lvl
EV
ES
RW
Recipe
Base
16
34
15
-
—
R.mastered
38
54
12
23
×150×1
(30-60) % inc. Evasion and ES(30-60) % increased Evasion and Energy Shield
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot. do not recover LifeFlasks do not recover Life
On-Kill Effects happen twice
Doedre's Tenure Lv. 16+
Base stats
Base
Stitched Gloves
IntIntelligence
22
ESEnergy Shield
43
Version
Lvl
ES
RW
Recipe
Base
16
43
-
—
R.mastered
38
30
23
×150×1
+(20-30) to maxES+(20-30) to maximumEnergy Shield
100 % inc. SpellSpell
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance. Dmg100 % increased Spell Damage
(15-25) % reduced Cast Speed
+(10-15) to IntIntelligence
Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.+(10-15) to Intelligence
Lochtonial Caress Lv. 16+
Base stats
Base
Tempered Mitts
StrStrength
22
Armour
69
Version
Lvl
AR
RW
Recipe
Base
16
69
-
—
R.mastered
38
95
23
×150×1
(10-15) % inc. Skill SpeedSkill Speed
Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.(10-15) % increased Skill Speed
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. with AlliesAllies
Your allies include other players, Minions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally. in your PresenceShare Charges with Allies in your Presence
Kitoko's Current Lv. 26+
Base stats
Base
Jewelled Gloves
IntIntelligence
34
ESEnergy Shield
30
Version
Lvl
ES
RW
Recipe
Base
26
30
-
—
R.mastered
38
28
27
×140×1
(30-50) % inc. ES(30-50) % increased Energy Shield
+(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
(10-15) % reduced Attack and Cast Speed
Lightning damage from HitsContributes to ElectrocutionElectrocution
Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution. BuildupLightning damage from HitsContributes to Electrocution Buildup
Impale is a Debuff inflicted by Hits , which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude . Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit. A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.Critical Hits inflict Impale
Critical Hitscannot Extract Impale
(20-31) to (32-49)PhysicalThornsThorns
Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against Melee Attack Hits , dealing your Thorns damage to the enemy that Hit you. Some skills and other effects may also deal your thorns damage to enemies at other times. damage(20-31) to (32-49)PhysicalThorns damage
Idle Hands Lv. 28+
Base stats
Base
Sectioned Bracers
DexDexterity
36
EvasionEvasion Rating
106
Version
Lvl
EV
RW
Recipe
Base
28
106
-
—
R.mastered
38
119
18
×150×1
(40-60) % inc. Evasion Rating(40-60) % increased Evasion Rating
+(60-100) to AccuAccuracy
Accuracy is used to hit a target with an Attack , and is checked against the targets Evasion to determine that chance. Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away. Rating+(60-100) to Accuracy Rating
+(5-10) to Int+(5-10) to Intelligence
25 % inc. Attack Speed while on Full Mana25 % increased Attack Speed while on Full Mana
You count as on Full Mana while at 90 % of maxMana or aboveYou count as on Full Mana while at 90 % of maximumMana or above
Deathblow Lv. 33+
Base stats
Base
Doubled Gauntlets
StrStrength
24
DexDexterity
24
Armour
103
EvasionEvasion Rating
91
Ezomyte
Version
Lvl
AR
EV
RW
Recipe
Base
33
103
91
-
—
R.mastered
55
129
56
24
×260×1
(100-150) % inc. Armour and Evasion(100-150) % increased Armour and Evasion
(5-10) % inc. Attack Speed(5-10) % increased Attack Speed
Gain(20-30)Life per enemy killed
Gain(20-30)Mana per enemy killed
Culling StrikeCulling Strike
Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.Culling Strike
Blueflame Bracers Lv. 33+
Base stats
Base
Goldcast Cuffs
StrStrength
24
IntIntelligence
24
Armour
49
ESEnergy Shield
35
Version
Lvl
AR
ES
RW
Recipe
Base
33
49
35
-
—
R.mastered
55
77
22
37
×260×1
+20 to maxES+20 to maximumEnergy Shield
+(10-20) to Int+(10-20) to Intelligence
+(5-15) % to Fire Res+(5-15) % to Fire Resistance
+(5-15) % to Cold Res+(5-15) % to Cold Resistance
100 % of Fire Dmg Converted to Cold Dmg100 % of Fire Damage Converted to Cold Damage
Demon Stitcher Lv. 33+
Base stats
Base
Intricate Gloves
IntIntelligence
42
ESEnergy Shield
86
Version
Lvl
ES
RW
Recipe
Base
33
86
-
—
R.mastered
55
47
24
×260×1
+(40-60) to maxES+(40-60) to maximumEnergy Shield
+(80-120) to maxLife+(80-120) to maximumLife
(6-12) % inc. Cast Speed(6-12) % increased Cast Speed
SacrificeSacrifice
Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.(5-15) % of maxLife to gain that much ES when you Cast a SpellSacrifice(5-15) % of maximumLife to gain that much Energy Shield when you Cast a Spell
Atziri's Acuity Lv. 33+
Base stats
Base
Moulded Mitts
StrStrength
42
Armour
251
Version
Lvl
AR
RW
Recipe
Base
33
251
-
—
R.mastered
55
197
61
×400×1
Grants Skill: Level 9 Herald of the Royal Queen
(150-200) % inc. Armour(150-200) % increased Armour
+(100-150) to maxLife+(100-150) to maximumLife
LeechLeeches
When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.10 % of PhysicalAttack Dmg as LifeLeech10 % of PhysicalAttack Damage as Life
10 % of Physical damage dealt by your Hits causes Blood LossBlood Loss
All Physical damage over time taken by a target (including Bleeding ) is accumulated as Blood Loss.10 % of Physical damage dealt by your Hits causes Blood Loss
Vaal PactVaal Pact
50% more amount of Life Leeched Leech Life 67% less quickly Cannot Recover Life other than from Leech Life Leech effects are not removed when Unreserved Life is FilledVaal Pact
Herald of the Royal Queen
Buff · Level 9
Buff
Attack
Persistent
AoE
Physical
Herald
Payoff
Req: Level 90+
Killing an enemy with Blood LossBlood_Loss
All Physical damagePhysical over time taken by a target (including BleedingBleeding ) is accumulated as Blood Loss. will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood Loss . The explosion destroys their CorpseCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. if the enemy was Normal or Magic .Killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Damage , but is based on their accumulated Blood Loss . The explosion destroys their Corpse if the enemy was Normal or Magic .
Level: 9 - 20
Buff
Enemies with Blood Loss you kill explode
q20:Deals 10 % more damage
Explosion
Can't be Evaded
Explosion radius is 1.5 mExplosion radius is 1.5 metres
Deals +(14 - 25) % of exploded enemy's Blood Loss as unscalable Physical Atk DmgDeals +(14 - 25) % of exploded enemy's Blood Loss as unscalable Physical Attack Damage
Snakebite Lv. 33+
Base stats
Base
Spined Bracers
DexDexterity
42
EvasionEvasion Rating
122
Version
Lvl
EV
RW
Recipe
Base
33
122
-
—
R.mastered
38
111
18
×490×1
(40-60) % inc. Evasion Rating(40-60) % increased Evasion Rating
+(7-17) % to Chaos Res+(7-17) % to Chaos Resistance
(6-10)Life Regeneration per second
(20-30) % chance to Poison on Hit
Targets can be affected by +1 of your Poisons at the same time
Hand of Wisdom and Action Lv. 33+
Base stats
Base
Spiral Wraps
DexDexterity
24
IntIntelligence
24
EvasionEvasion Rating
52
ESEnergy Shield
18
Corrupted
Version
Lvl
EV
ES
RW
Recipe
Base
33
52
18
-
—
R.mastered
55
38
12
67
×500×1
+(15-25) to Dex+(15-25) to Dexterity
+(15-25) to Int+(15-25) to Intelligence
1 % inc. Attack Speed per 20Dex1 % increased Attack Speed per 20Dexterity
Adds 1 to 10Light.Dmg to Attacks per 20IntAdds 1 to 10Lightning Damage to Attacks per 20Intelligence
Maligaro's Virtuosity Lv. 45+
Base stats
Base
Fine Bracers
DexDexterity
56
EvasionEvasion Rating
176
Version
Lvl
EV
RW
Recipe
Base
45
176
-
—
R.mastered
45
87
52
×1740×2×1
(60-80) % inc. Evasion Rating(60-80) % increased Evasion Rating
(20-30) % inc. Critical Hit Chance(20-30) % increased Critical Hit Chance
5 % inc. Attack Speed5 % increased Attack Speed
+(10-20) to Dex+(10-20) to Dexterity
Your Critical Hit Chance cannot be RerolledRerolled
Any mechanic where the calculation of a single Hit would roll Critical Hit Chance more than once is considered to be Rerolling. This includes anything that makes Critical Hit Chance Lucky , Unlucky , Bifurcated , or Inevitable . Sustained Skills using an independent Critical Hit Chance roll for each different time they deal damage is not Rerolling.Your Critical Hit Chance cannot be Rerolled
Your Critical Dmg Bonus is 250%Your Critical Damage Bonus is 250%
The Prisoner's Manacles Lv. 45+
Base stats
Base
Kalguuran Cuffs
StrStrength
64
IntIntelligence
64
Armour
217
ESEnergy Shield
64
Version
Lvl
AR
ES
RW
Recipe
Base
45
217
64
-
—
R.mastered
55
247
21
12
×260×1
(200-300) % inc. Armour and ES(200-300) % increased Armour and Energy Shield
+100 to maxLife+100 to maximumLife
100 % inc. Attribute req.100 % increased Attribute Requirements
+(20-40) % to Light. Res+(20-40) % to Lightning Resistance
(15-30)Life Regeneration per second
DebuffsDebuffs
Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies. you inflict have (20-30) % inc. Slow MagnitudeSlow Magnitude
This is modifier applies to Debuffs you inflict that Slow enemies, and scales only the specific Magnitude that slows the target. It will not affect any other Magnitudes that Debuff has if it does other things in addition to the Slow .Debuffs you inflict have (20-30) % increased Slow Magnitude
CannotImmobiliseImmobilise
A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted . enemiesCannotImmobilise enemies
Nightscale Lv. 45+
Base stats
Base
Pauascale Gloves
IntIntelligence
56
ESEnergy Shield
62
Version
Lvl
ES
RW
Recipe
Base
45
62
-
—
R.mastered
55
55
31
×260×1
(60-100) % inc. ES(60-100) % increased Energy Shield
(30-50) % inc. Critical Hit Chance(30-50) % increased Critical Hit Chance
+(10-20) to Int+(10-20) to Intelligence
+(20-30) % to Cold Res+(20-30) % to Cold Resistance
150 % inc. Mana Regeneration Rate if you've dealt a Critical HitRecentlyRecently
Recently refers to the past 4 seconds.150 % increased Mana Regeneration Rate if you've dealt a Critical HitRecently
Cannot Regenerate Mana if you haven't dealt a Critical HitRecently
Valako's Vice Lv. 45+
Base stats
Base
Plate Gauntlets
StrStrength
32
DexDexterity
32
Armour
109
EvasionEvasion Rating
99
Version
Lvl
AR
EV
RW
Recipe
Base
45
109
99
-
—
R.mastered
55
118
63
12
×260×1
(50-100) % inc. Armour and Evasion(50-100) % increased Armour and Evasion
(5-10) % inc. Attack Speed(5-10) % increased Attack Speed
+(20-30) to Str+(20-30) to Strength
+(20-30) to Dex+(20-30) to Dexterity
+(30-50) % to Light. Res+(30-50) % to Lightning Resistance
100 % of Fire damage Converted to Lightning damage
Aerisvane's Wings Lv. 52+
Base stats
Base
Burnished Gauntlets
StrStrength
36
DexDexterity
36
Armour
110
EvasionEvasion Rating
99
Version
Lvl
AR
EV
RW
Recipe
Base
52
110
99
-
—
R.mastered
52
54
33
58
×230×1
(50-70) % inc. Armour and Evasion(50-70) % increased Armour and Evasion
(5-10) % inc. Attack Speed(5-10) % increased Attack Speed
+(20-30) to Int+(20-30) to Intelligence
Decimating StrikeDecimating Strike
Hits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the Hit is applied.Decimating Strike
Leopold's Applause Lv. 52+
Base stats
Base
Embroidered Gloves
IntIntelligence
64
ESEnergy Shield
61
Version
Lvl
ES
RW
Recipe
Base
52
61
-
—
R.mastered
52
42
35
×1900×1
(60-100) % inc. ES(60-100) % increased Energy Shield
+(60-100) to maxMana+(60-100) to maximumMana
(10-15) % inc. Rarity of Items found(10-15) % increased Rarity of Items found
Dmg PenetratesPenetrates
Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . Resistances can only be Penetrated down to a minimum of 0% by default. Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .10 % ElementalResistancesDamage Penetrates10 % ElementalResistances
Your Hits can PenetrateElementalResistances down to a min of -50%Your Hits can PenetrateElementalResistances down to a minimum of -50%
Essentia Sanguis Lv. 52+
Base stats
Base
Furtive Wraps
DexDexterity
36
IntIntelligence
36
EvasionEvasion Rating
112
ESEnergy Shield
35
Version
Lvl
EV
ES
RW
Recipe
Base
52
112
35
-
—
R.mastered
55
95
17
24
×1960×1×1
(50-70) % inc. Evasion and ES(50-70) % increased Evasion and Energy Shield
Adds 1 to (30-50)Lightning damage to Attacks
+(15-25) to Int+(15-25) to Intelligence
+(25-35) % to Light. Res+(25-35) % to Lightning Resistance
Life Leech is ConvertedConverted
Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect. to ES LeechEnergy Shield Leech
When you deal damage with a Hit , Energy Shield Leech causes you to recover an amount of Energy Shield to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same. Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them. You can only recover from a single instance of Energy Shield Leech at a time, and all Energy Shield Leech is removed when Energy Shield is filled. Modifiers specific to Life Leech will not apply to Energy Shield Leech.Life Leech is Converted to Energy Shield Leech
Empire's Grasp Lv. 52+
Base stats
Base
Titan Mitts
StrStrength
64
Armour
352
Version
Lvl
AR
RW
Recipe
Base
52
352
-
—
R.mastered
65
304
49
×400×1
(150-200) % inc. Armour(150-200) % increased Armour
+(20-30) to Str+(20-30) to Strength
Gain(30-50)Life per enemy killed
(10-20) % inc. Global Physical Dmg(10-20) % increased Global Physical Damage
KnockbackKnocks Back
Knockback pushes Enemies away when Hit . direction is reversedKnockback direction is reversed
Hateforge Lv. 60+
Base stats
Base
Moulded Mitts
StrStrength
42
Armour
428
Corrupted
Version
Lvl
AR
RW
Recipe
Base
60
428
-
—
R.mastered
60
281
61
×400×1
(300-400) % inc. Armour(300-400) % increased Armour
Gain (3-6)RageRage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one Hit every 0.5 seconds can cause you to gain Rage. on HitGain (3-6)Rage on Hit
Gain a random Charge on reaching Maximum Rage , no more than once every (3-6) seconds
Lose allRage on reaching Maximum Rage
(-10-10) to Maximum Rage
Horror's Flight Lv. 65+
Base stats
Base
Engraved Bracers
DexDexterity
80
EvasionEvasion Rating
497
Version
Lvl
EV
Recipe
Base
65
497
—
Grants Skill: Level 15 Crushing Fear
(200-300) % inc. EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy . Rating(200-300) % increased EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy . Rating
(7-17) % inc. Atk Speed(7-17) % increased Attack Speed
+(13-23) to Dex+(13-23) to Dexterity
Adds (19-23) to (31-37)Chaos.DmgChaos_Damage
Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken. to AttacksAdds (19-23) to (31-37)Chaos DamageChaos_Damage
Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken. to Attacks
Gain1 Fear Incarnate when you Cull a target
Crushing Fear
Attack · Level 15
Attack
AoE
Melee
Strike
Physical
Chaos
Req: Level 90+
Dash to an enemy and StrikeStrike
A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.
Level: 15 - 20
Cost: (6 - 42)Mana
Atk Speed: 75% of baseAttack Speed: 75% of base
Atk Dmg: (110 - 343)% of baseAttack Damage: (110 - 343)% of base
Strike
Converts 50 % of Physical damage to Chaos damageConverts 50 % of Physical damage to Chaos damage
Culling StrikeCulling_Strike
Culling StrikesStrike kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit is applied.Culling Strike
Can't be Evaded
q20:10 % moreAoE10 % more Area of Effect
Shockwave
Attack Damage
(400 - 1449)%
Converts 50 % of Physical damage to Chaos damageConverts 50 % of Physical damage to Chaos damage
Culling Strike
Can't be Evaded
5 % moreAoE per Power of killed target5 % more Area of Effect per Power of killed target
10 % more Dmg per Power of killed target10 % more Damage per Power of killed target
Horror's Flight Lv. 65+
Base stats
Base
Engraved Bracers
DexDexterity
80
EvasionEvasion Rating
497
Version
Lvl
EV
Recipe
Base
65
497
—
Grants Skill: Level 15 Crushing Fear
(200-300) % inc. Evasion Rating(200-300) % increased Evasion Rating
(7-17) % inc. Atk Speed(7-17) % increased Attack Speed
+(13-23) to Dex+(13-23) to Dexterity
Adds (19-23) to (31-37)Chaos.Dmg to AttacksAdds (19-23) to (31-37)Chaos Damage to Attacks
Gain1 Fear Incarnate when you Cull a target
Raven-Touched
Crushing Fear
Attack · Level 15
Attack
AoE
Melee
Strike
Physical
Chaos
Req: Level 90+
Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.
Level: 15 - 20
Cost: (6 - 42)Mana
Atk Speed: 75% of baseAttack Speed: 75% of base
Atk Dmg: (110 - 343)% of baseAttack Damage: (110 - 343)% of base
Strike
Converts 50 % of Physical damage to Chaos damageConverts 50 % of Physical damage to Chaos damage
Culling Strike
Can't be Evaded
q20:10 % moreAoE10 % more Area of Effect
Shockwave
Attack Damage
(400 - 1449)%
Converts 50 % of Physical damage to Chaos damageConverts 50 % of Physical damage to Chaos damage
Culling Strike
Can't be Evaded
5 % moreAoE per Power of killed target5 % more Area of Effect per Power of killed target
10 % more Dmg per Power of killed target10 % more Damage per Power of killed target
Sine Aequo Lv. 65+
Base stats
Base
Grand Manchettes
StrStrength
32
DexDexterity
32
IntIntelligence
32
Armour
173
EvasionEvasion Rating
156
ESEnergy Shield
49
Version
Lvl
AR
EV
ES
RW
Recipe
Base
65
173
156
49
-
—
R.mastered
65
87
27
8
70
×640×1
(10-15) % inc. Skill Speed(10-15) % increased Skill Speed
(150-200) % inc. Armour , Evasion and ES(150-200) % increased Armour , Evasion and Energy Shield
Immobilise enemies at 50 % buildup instead of 100%
(30-50) % inc. Dmg against Immobilised Enemies(30-50) % increased Damage against Immobilised Enemies
Death Articulated Lv. 65+
Base stats
Base
Ornate Gauntlets
StrStrength
44
DexDexterity
44
Armour
187
EvasionEvasion Rating
170
Version
Lvl
AR
EV
Recipe
Base
65
187
170
—
(100-150) % inc. Armour and Evasion(100-150) % increased Armour and Evasion
(5-10) % inc. Attack Speed(5-10) % increased Attack Speed
+(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
Lose5 % of maxLife per secondLose5 % of maximumLife per second
Regenerate 5Rage per second
No Inherent loss of Rage
The Master's Reach Lv. 65+
T
Base stats
Base
Tethering Bands
StrStrength
55
IntIntelligence
55
Armour
317
ESEnergy Shield
87
Grants Skill: Level 15 Untether
+(75-125) to maxLife+(75-125) to maximumLife
+(15-25) to Int+(15-25) to Intelligence
Reveal Weaknesses against Rare and Unique enemies
Eat a Soul on Hitting an enemy with an Open Weakness
(80-100) % of damage taken from enemies with an Open Weakness Recouped as Life
unique reveal weakness art variation [1]
Untether
Level 15
Req: Level 90+
Grants Skill: Level 15 Untether
Thunderfist Lv. 65+
Base stats
Base
Utility Wraps
DexDexterity
44
IntIntelligence
44
EvasionEvasion Rating
164
ESEnergy Shield
51
Version
Lvl
EV
ES
RW
Recipe
Base
65
164
51
-
—
R.mastered
65
99
15
56
×2750×1×1
Grants Skill: Level 15 Crackling Palm
(1-111) % inc. Evasion and ES(1-111) % increased Evasion and Energy Shield
(1-11) % inc. Attack Speed(1-11) % increased Attack Speed
+(1-33) % to Light. Res+(1-33) % to Lightning Resistance
Adds 1 to (77-111)Light.Dmg to Unarmed Melee HitsAdds 1 to (77-111)Lightning Damage to Unarmed Melee Hits
+(0.1-1.1) % to Unarmed MeleeAttackCritical Hit Chance
use thunderfist art variation [1]
Crackling Palm
Buff · Level 15
Buff
Attack
Persistent
AoE
Lightning
Req: Level 90+
When you HitHit
Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. with UnarmedUnarmed
You are considered Unarmed while you have no equipped Martial or Caster Weapon .MeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjectilesProjectile these attacks create do not count as Melee damage. Attacks , calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.When you Hit with UnarmedMelee Attacks , calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.
Level: 15 - 20
Crackling Palm
q20:active skill base area of effect radius [0,2]
Bolt
Attack Damage
(25 - 73)%
Creates a bolt of lightning when you Hit with UnarmedMeleeMelee
Melee Attacks are those that directly hit with a melee StrikeStrike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or UnarmedUnarmed damage. Any ProjProjectile these attacks create do not count as Melee damage. damage, no more than 5 times every 0.5 secondsCreates a bolt of lightning when you Hit with UnarmedMelee damage, no more than 5 times every 0.5 seconds
Bolt impact radius is 1.4 mBolt impact radius is 1.4 metres
(19 - 28) to (359 - 539) Added Lightning damageLightning
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.(19 - 28) to (359 - 539) Added Lightning damageLightning
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.