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.+(100-150) to maximumEnergy Shield
Lose 5Life when you use a Skill
(3-5) to (6-10)PhysicalPhysical
10% increased Physical DamageThornsThorns
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(3-5) to (6-10)PhysicalThorns damage
Pain AttunementPain Attunement
30% less Critical Damage Bonus when on Full Life 30% more Critical Damage Bonus when on Low LifePain Attunement
Demigod's Virtue Lv. 1+
Base stats
Base
Golden Visage
25 % inc. RarityRarity
Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity. of Items found25 % increased Rarity of Items found
Virtuous
Horns of Bynden Lv. 1+
Base stats
Base
Rusted Greathelm
Armour
49
Ezomyte
Version
Lvl
AR
RW
Recipe
Base
1
49
-
—
R.mastered
38
364
36
×160×1
+20 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.+20 to Armour
(5-15) % inc. Rarity of ItemsRarity of Items
Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items. found(5-15) % increased Rarity of Items found
+(20-30) to StrStrength
Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.+(20-30) to Strength
Every 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. also grants 1 % inc. ArmourEvery Rage also grants 1 % increased Armour
Gain 1Rage on 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.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.Gain 1Rage on MeleeHit
Innsmouth Lv. 1+
Base stats
Base
Shabby Hood
EvasionEvasion Rating
45
Version
Lvl
EV
RW
Recipe
Base
1
45
-
—
R.mastered
38
-
201
×180×1
+(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
25 % reduced maxMana25 % reduced maximumMana
+(10-20) % 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.+(10-20) % to Cold Resistance
+(13-19) % to Chaos Res+(13-19) % to Chaos Resistance
100 % inc. Mana Regeneration Rate100 % increased Mana Regeneration Rate
Wings of Caelyn Lv. 1+
Base stats
Base
Rusted Greathelm
Armour
49
Ezomyte
Version
Lvl
AR
RW
Recipe
Base
1
49
-
—
R.mastered
38
360
36
×170×1
+20 to Armour
(5-15) % inc. Rarity of Items found(5-15) % increased Rarity of Items found
+(20-30) 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.+(20-30) to Dexterity
Gain 1Rage on MeleeHit
Every Rage also grants 1 % inc. Stun ThresholdStun Threshold
Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.Every Rage also grants 1 % increased Stun Threshold
Crown of the Victor Lv. 5+
Base stats
Base
Iron Crown
StrStrength
7
IntIntelligence
7
Armour
31
ESEnergy Shield
15
Version
Lvl
AR
ES
RW
Recipe
Base
5
31
15
-
—
R.mastered
38
72
21
72
×330×1
(10-15) % inc. Rarity of Items found(10-15) % increased Rarity of Items found
+1 to Level of all Skills
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.10Life per enemy killedGain10Life per enemy killed
Gain10Mana per enemy killed
Greymake Lv. 5+
Base stats
Base
Brimmed Helm
StrStrength
7
DexDexterity
7
Armour
26
EvasionEvasion Rating
20
Ezomyte
Version
Lvl
AR
EV
RW
Recipe
Base
5
26
20
-
—
R.mastered
38
44
39
109
×180×1
+(30-50) to Str+(30-50) to Strength
+(30-50) to Dex+(30-50) to Dexterity
+(30-50) 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.+(30-50) to Intelligence
-1 to allAttributesAttributes
Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus. per Level-1 to allAttributes per Level
The three Elemental damage types are Fire , Cold , and Lightning .Resistances-10% to allElementalResistances
+13% to Chaos Res+13% to Chaos Resistance
Wildwood's Gifts
Buff · Level 2
Buff
Persistent
Remnant
Req: Level 90+
You are chosen by Azmerian spirits who provide guidance, allowing you to see nearby Ancient Blooms .
Level: 2 - 20
Ancient Blooms fade after 25 seconds if not picked up
Ancient Blooms within 5m of you are revealed
An Ancient Bloom manifests within 8.5m of you every (1.21 - 1.4) seconds
Ancient Blooms have (10 - 100) % inc. effectAncient Blooms have (10 - 100) % increased effect
q20:Ancient Blooms have 15 % inc. effectAncient Blooms have 15 % increased effect
Bronzebeard Lv. 10+
Base stats
Base
Horned Crown
StrStrength
10
IntIntelligence
10
Armour
75
ESEnergy Shield
31
Version
Lvl
AR
ES
RW
Recipe
Base
10
75
31
-
—
R.mastered
38
160
25
54
×180×1
10 % reduced Move.Spd10 % reduced Movement Speed
(50-100) % inc. Armour and ES(50-100) % increased Armour and Energy Shield
+100 to maxLife+100 to maximumLife
(35-50) % reduced EffectEffect
Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff , which come from its creator. 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. on you(35-50) % reduced Effect of Chill on you
(35-50) % reduced 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 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. on you(35-50) % reduced Magnitude of Ignite on you
(35-50) % reduced effect of 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. on you(35-50) % reduced effect of Shock on you
Goldrim Lv. 10+
Base stats
Base
Felt Cap
DexDexterity
17
EvasionEvasion Rating
96
Version
Lvl
EV
RW
Recipe
Base
10
96
-
—
R.mastered
38
134
54
×320×1
+(30-50) to Evasion Rating
10 % inc. Rarity of Items found10 % increased Rarity of Items found
+(25-35) % to allElementalResistances
Mask of the Sanguimancer Lv. 10+
Base stats
Base
Face Mask
DexDexterity
10
IntIntelligence
10
EvasionEvasion Rating
52
ESEnergy Shield
26
Version
Lvl
EV
ES
RW
Recipe
Base
10
52
26
-
—
R.mastered
38
118
40
18
×170×1
+(20-25) to Evasion Rating
+(10-15) to maxES+(10-15) to maximumEnergy Shield
(20-40) % inc. Crit%Critical 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%. for SpellsSpell
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.(20-40) % increased Critical Hit Chance for Spells
+(10-20) to Str+(10-20) to Strength
+(10-20) to Int+(10-20) to Intelligence
Blood MagicBlood Magic
You have no Mana Skill Mana Costs Converted to Life CostsBlood Magic
The Devouring Diadem Lv. 10+
Base stats
Base
Wicker Tiara
IntIntelligence
17
ESEnergy Shield
55
Version
Lvl
ES
RW
Recipe
Base
10
55
-
—
R.mastered
38
86
45
×180×1
(60-100) % inc. ES(60-100) % increased Energy Shield
+(40-60) to maxLife+(40-60) to maximumLife
+(10-20) to Int+(10-20) to Intelligence
+(13-19) % to Chaos Res+(13-19) % to Chaos Resistance
Every 3 seconds, ConsumeConsume
Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuff on an enemy causes the enemy to be immune to that DebuffDebuff for 1 seconds. a nearby CorpseCorpse
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses. to Recover 20 % of maxLifeEvery 3 seconds, Consume a nearby Corpse to Recover 20 % of maximumLife
Erian's Cobble Lv. 11+
Base stats
Base
Guarded Helm
StrStrength
11
DexDexterity
11
Armour
46
EvasionEvasion Rating
47
ESEnergy Shield
14
Ezomyte
Version
Lvl
AR
EV
ES
RW
Recipe
Base
11
46
47
14
-
—
R.mastered
38
275
247
-
36
×180×1
+(0-40) to Armour
+(0-30) to Evasion Rating
+(0-20) to maxES+(0-20) to maximumEnergy Shield
+(0-60) 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+(0-60) to Accuracy Rating
+(0-30) to maxLife+(0-30) to maximumLife
+(0-20) to maxMana+(0-20) to maximumMana
(0-20) % inc. Rarity of Items found(0-20) % increased Rarity of Items found
(0-30) % inc. Critical Hit Chance(0-30) % increased Critical Hit Chance
+(0-10) to Str+(0-10) to Strength
+(0-10) to Dex+(0-10) to Dexterity
+(0-10) to Int+(0-10) to Intelligence
+(0-10) % to Fire Res+(0-10) % to Fire Resistance
+(0-10) % to Cold Res+(0-10) % to Cold Resistance
+(0-10) % to Light. Res+(0-10) % to Lightning Resistance
(0-6)Life Regeneration per second
Ezomyte Peak Lv. 12+
Base stats
Base
Soldier Greathelm
StrStrength
19
Armour
129
Ezomyte
Version
Lvl
AR
RW
Recipe
Base
12
129
-
—
R.mastered
38
225
54
×180×1
(50-100) % inc. Armour(50-100) % increased Armour
+(50-80) to maxLife+(50-80) to maximumLife
(3-6)Life Regeneration per second
(10-20) % inc. AoE(10-20) % increased Area of Effect
Unwavering StanceUnwavering Stance
Cannot be Light Stunned Cannot Dodge Roll or SprintUnwavering Stance
Black Sun Crest Lv. 16+
Base stats
Base
Wrapped Greathelm
StrStrength
25
Armour
166
Version
Lvl
AR
RW
Recipe
Base
16
166
-
—
R.mastered
38
286
27
×180×1
(50-80) % inc. Armour(50-80) % increased Armour
(5-15) % inc. Str(5-15) % increased Strength
(5-15) % inc. Dex(5-15) % increased Dexterity
(5-15) % inc. Int(5-15) % increased Intelligence
20 % reduced Light RadiusLight Radius
Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.20 % reduced Light Radius
Crown of the Pale King Lv. 16+
Base stats
Base
Cultist Crown
StrStrength
15
IntIntelligence
15
Armour
106
ESEnergy Shield
37
Version
Lvl
AR
ES
RW
Recipe
Base
16
106
37
-
—
R.mastered
38
325
50
49
×310×1
(50-100) % inc. Armour and ES(50-100) % increased Armour and Energy Shield
+(40-80) to maxLife+(40-80) to maximumLife
10 % inc. Rarity of Items found10 % increased Rarity of Items found
(10-15) to (20-25)PhysicalThorns damage
Thorns can Retaliate against allRetaliate against all
This allows your Thorns to Retaliate against any kind of Hit dealt to you by enemies, rather than just Melee Attacks , except that you can never Retaliate against the enemy's Thorns damage.HitsThorns can Retaliate against allHits
Ironride Lv. 16+
Base stats
Base
Visored Helm
StrStrength
15
DexDexterity
15
Armour
90
EvasionEvasion Rating
77
Version
Lvl
AR
EV
RW
Recipe
Base
16
90
77
-
—
R.mastered
38
129
69
54
×320×1
(60-80) % inc. Armour and Evasion(60-80) % increased Armour and Evasion
+(30-50) to maxLife+(30-50) to maximumLife
+(30-50) to maxMana+(30-50) to maximumMana
+(10-15) % to Light. Res+(10-15) % to Lightning Resistance
You have no Accu Penalty at DistanceYou have no Accuracy Penalty at Distance
Leer Cast Lv. 16+
Base stats
Base
Hooded Mask
DexDexterity
15
IntIntelligence
15
EvasionEvasion Rating
46
ESEnergy Shield
19
Version
Lvl
EV
ES
RW
Recipe
Base
16
46
19
-
—
R.mastered
38
69
23
54
×170×1
+(30-50) to maxLife+(30-50) to maximumLife
+(30-50) to maxMana+(30-50) to maximumMana
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 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. deal 50 % inc. DmgAllies in your Presence deal 50 % increased Damage
+(10-20) to Dex+(10-20) to Dexterity
25 % reduced Dmg25 % reduced Damage
Radiant Grief Lv. 16+
Base stats
Base
Lace Hood
DexDexterity
25
EvasionEvasion Rating
157
Version
Lvl
EV
RW
Recipe
Version details
Base
16
157
-
—
R.forged
16
157
35
×590×1
R.forged
38
168
72
×590×1
Runeforged details
(30 — 50) % increased Ignite Magnitude
(80-100) % inc. Evasion Rating(80-100) % increased Evasion Rating
+(15-25) % to Fire Res+(15-25) % to Fire Resistance
30 % inc. Light Radius30 % increased Light Radius
Enemies in your Presence are Ignited as though dealt 200 Base 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 . DmgEnemies in your Presence are Ignited as though dealt 200 Base Fire Damage
Visage of Ayah Lv. 16+
Base stats
Base
Beaded Circlet
IntIntelligence
25
ESEnergy Shield
61
Version
Lvl
ES
RW
Recipe
Base
16
61
-
—
R.mastered
38
42
72
×180×1
(50-80) % inc. ES(50-80) % increased Energy Shield
(10-15) % inc. Rarity of Items found(10-15) % increased Rarity of Items found
(20-30) % inc. Critical Hit Chance(20-30) % increased Critical Hit Chance
+(10-20) % to Light. Res+(10-20) % to Lightning Resistance
Eldritch BatteryEldritch Battery
Converts 100% of maximum Energy Shield to maximum Mana Doubles Mana CostsEldritch Battery
The Smiling Knight Lv. 26+
Base stats
Base
Cowled Helm
StrStrength
22
DexDexterity
22
Armour
228
EvasionEvasion Rating
200
Ezomyte
Version
Lvl
AR
EV
RW
Recipe
Base
26
228
200
-
—
R.mastered
40
296
93
19
×530×1
+(50-100) to Accu Rating+(50-100) to Accuracy Rating
(150-200) % inc. Armour and Evasion(150-200) % increased Armour and Evasion
(15-25) % inc. Critical Hit Chance(15-25) % increased Critical Hit Chance
AggravateAggravate
Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.BleedingBleeding
Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical damage from Hits Contributes to Bleeding Magnitude . Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage. on targets you Critically Hit with AttacksAttack
Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damage — they can deal any damage type.AggravateBleeding on targets you Critically Hit with Attacks
Thrillsteel Lv. 27+
Base stats
Base
Spired Greathelm
StrStrength
40
Armour
149
Version
Lvl
AR
RW
Recipe
Base
27
149
-
—
R.mastered
40
115
85
×1110×1
OnslaughtOnslaught
Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds.Onslaught
Atsak's Sight Lv. 28+
Base stats
Base
Veiled Mask
DexDexterity
23
IntIntelligence
23
EvasionEvasion Rating
152
ESEnergy Shield
55
Version
Lvl
EV
ES
RW
Recipe
Base
28
152
55
-
—
R.mastered
40
158
26
57
×180×1
(100-150) % inc. Evasion and ES(100-150) % increased Evasion and Energy Shield
(30-40) % inc. Critical Hit Chance(30-40) % increased Critical Hit Chance
+(10-20) to Dex+(10-20) to Dexterity
+(10-20) to Int+(10-20) to Intelligence
Critical HitsPoisonPoisons
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. the enemyCritical HitsPoison the enemy
Veil of the Night Lv. 28+
Base stats
Base
Martyr Crown
StrStrength
23
IntIntelligence
23
Armour
85
ESEnergy Shield
27
Version
Lvl
AR
ES
RW
Recipe
Base
28
85
27
-
—
R.mastered
40
66
20
81
×830×1
50 % inc. maxLife50 % increased maximumLife
+(10-20) to allAttributes
40 % reduced Light Radius
You have no ElementalResistances
Cornathaum Lv. 33+
Base stats
Base
Heavy Crown
StrStrength
27
IntIntelligence
27
Armour
97
ESEnergy Shield
30
Version
Lvl
AR
ES
RW
Recipe
Base
33
97
30
-
—
R.mastered
55
77
22
122
×440×1
(10-20) % inc. Rarity of Items found(10-20) % increased Rarity of Items found
+(40-50) to Int+(40-50) to Intelligence
30 % inc. Light Radius30 % increased Light Radius
5 % inc. Experience gain5 % increased Experience gain
Deidbell Lv. 33+
Base stats
Base
Elite Greathelm
StrStrength
48
Armour
285
Ezomyte
Version
Lvl
AR
RW
Recipe
Base
33
285
-
—
R.mastered
55
336
61
×330×1
(60-100) % inc. Armour(60-100) % increased Armour
+(10-20) to Str+(10-20) to Strength
(20-30) % inc. WarcryWarcries
Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted. Speed(20-30) % increased Warcry Speed
Warcries Explode CorpsesCorpses
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 Allies do not leave usable Corpses. dealing 10 % of their Life as Physical DmgWarcries Explode Corpses dealing 10 % of their Life as Physical Damage
Warcry Skills have (20-30) % inc. AoEWarcry Skills have (20-30) % increased Area of Effect
Elevore Lv. 33+
Base stats
Base
Hunter Hood
DexDexterity
48
EvasionEvasion Rating
253
Ezomyte
Version
Lvl
EV
RW
Recipe
Base
33
253
-
—
R.mastered
40
117
75
×330×1
(50-80) % inc. Evasion Rating(50-80) % increased Evasion Rating
+(20-30) to Dex+(20-30) to Dexterity
CharmsCharms
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3. gain 1 charge per SecondCharms gain 1 charge per Second
+(1-2)Charm Slots
Mask of the Stitched Demon Lv. 33+
Base stats
Base
Feathered Tiara
IntIntelligence
48
ESEnergy Shield
125
Version
Lvl
ES
RW
Recipe
Base
33
125
-
—
R.mastered
55
74
98
×330×1
(120-160) % inc. ES(120-160) % increased Energy Shield
+(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
Cannot have ESCannot have Energy Shield
Regenerate 0.05Life per second per Maximum ESRegenerate 0.05Life per second per Maximum Energy Shield
The Vertex Lv. 33+
Base stats
Base
Tribal Mask
EvasionEvasion Rating
207
ESEnergy Shield
71
Corrupted
Version
Lvl
EV
ES
RW
Recipe
Base
33
207
71
-
—
R.mastered
52
250
33
47
×590×1
Has no Attribute req.Has no Attribute Requirements
(100-150) % 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 . and ESEnergy_Shield
EnergyEnergyShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergyShieldShield for a short time. Chaos damageChaos_Damage removes twice as much EnergyEnergyShieldShield. Damage from BleedingBleeding and PoisonPoison bypasses EnergyEnergyShieldShield to remove Life directly.(100-150) % 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 . and Energy Shield
(20-30) % inc. 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%.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. Chance(20-30) % increased CriticalHit Chance
+(13-17) % to ChaosResistanceResistances
Resistances reduce damage taken of the corresponding damage type — FireFire , ColdCold , LightningLightning or Chaos — up to a Maximum . FireFire , ColdCold and LightningLightning 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.+(13-17) % to ChaosResistance
Skill Gems have no Attribute req.Skill Gems have no Attribute Requirements
The Vertex Lv. 33+
Base stats
Base
Tribal Mask
EvasionEvasion Rating
207
ESEnergy Shield
71
Corrupted
Version
Lvl
EV
ES
RW
Recipe
Base
33
207
71
-
—
R.mastered
52
250
33
47
×590×1
Has no Attribute req.Has no Attribute Requirements
(100-150) % inc. Evasion and ES(100-150) % increased Evasion and Energy Shield
(20-30) % inc. CriticalHit Chance(20-30) % increased CriticalHit Chance
+(13-17) % to ChaosResistance
Equipment has no Attribute req.Equipment has no Attribute Requirements
Equipment and Skill Gems have 50 % reduced Attribute req.Equipment and Skill Gems have 50 % reduced Attribute Requirements
The Vile Knight Lv. 33+
Base stats
Base
Shielded Helm
StrStrength
27
DexDexterity
27
Armour
174
EvasionEvasion Rating
156
Ezomyte
Version
Lvl
AR
EV
RW
Recipe
Base
33
174
156
-
—
R.mastered
55
192
97
122
×450×1
(60-100) % inc. Armour and Evasion(60-100) % increased Armour and Evasion
+(75-125) to Accu Rating+(75-125) to Accuracy Rating
(10-15)Life Regeneration per second
Deal 4 % inc. Dmg with Hits to Rare or UniqueRare or Unique
Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity. Enemies for each second they've ever been in your Presence , up to a max of 200%Deal 4 % increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence , up to a maximum of 200%
Corona of the Red Sun Lv. 36+
Base stats
Base
Warrior Greathelm
StrStrength
52
Armour
191
Version
Lvl
AR
RW
Recipe
Base
36
191
-
—
R.mastered
55
111
147
×320×1
+(100-150) to Accu Rating+(100-150) to Accuracy Rating
+(60-80) to maxLife+(60-80) to maximumLife
+(20-25) % to Fire Res+(20-25) % to Fire Resistance
25 % inc. Light Radius25 % increased Light Radius
Leeching LifeLeeches
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. from your Hits causes Allies in your Presence to also Leech the same amount of LifeLeeching Life from your Hits causes Allies in your Presence to also Leech the same amount of Life
Constricting Command Lv. 38+
Base stats
Base
Viper Cap
DexDexterity
54
EvasionEvasion Rating
179
Version
Lvl
EV
RW
Recipe
Base
38
179
-
—
R.mastered
55
139
110
×3710×1
+(80-120) to maxLife+(80-120) to maximumLife
+(10-15) to allAttributes
(8-12)Life Regeneration per second
Require (2-4) fewer enemies to be SurroundedSurrounded
You are Surrounded if there are at least 5 enemies within 3 metres of you. The number of enemies required to be Surrounded cannot be reduced below 1.Require (2-4) fewer enemies to be Surrounded
Atziri's Disdain Lv. 40+
Base stats
Base
Gold Circlet
IntIntelligence
58
ESEnergy Shield
62
Version
Lvl
ES
RW
Recipe
Base
40
62
-
—
R.mastered
55
16
196
×3860×1
+(60-100) to maxMana+(60-100) to maximumMana
(10-20) % inc. Rarity of Items found(10-20) % increased Rarity of Items found
GainGain
Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .(10-15) % of maxLife as Extra maxESGain(10-15) % of maximumLife as Extra maximumEnergy Shield
10 % of Dmg taken bypasses ES10 % of Damage taken bypasses Energy Shield
Assailum Lv. 45+
Base stats
Base
Closed Helm
StrStrength
36
DexDexterity
36
Armour
454
EvasionEvasion Rating
408
Version
Lvl
AR
EV
Recipe
Base
45
454
408
—
(200-300) % inc. Armour and Evasion(200-300) % increased Armour and Evasion
+(200-400) to Accu Rating+(200-400) to Accuracy Rating
(30-50) % inc. Critical Hit Chance(30-50) % increased Critical Hit Chance
Skills have a (100-150) % longer Perfect TimingPerfect Timing
Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill. Certain support gems and items can modify the duration of that timing window. windowSkills have a (100-150) % longer Perfect Timing window
Crown of Eyes Lv. 45+
Base stats
Base
Vermeil Circlet
IntIntelligence
64
ESEnergy Shield
139
Version
Lvl
ES
RW
Recipe
Base
45
139
-
—
R.mastered
55
137
37
×840×1
(100-140) % inc. ES(100-140) % increased Energy Shield
+(150-200) to Accu Rating+(150-200) to Accuracy Rating
+(10-15) to allAttributes
-10 % to Fire Res-10 % to Fire Resistance
Increases and Reductions to Spell damage also apply to Attacks
The Black Insignia Lv. 45+
Base stats
Base
Corsair Cap
DexDexterity
64
EvasionEvasion Rating
359
Version
Lvl
EV
RW
Recipe
Base
45
359
-
—
R.mastered
55
345
37
×3760×1
(70-100) % inc. Evasion Rating(70-100) % increased Evasion Rating
(10-20) % inc. Rarity of Items found(10-20) % increased Rarity of Items found
+(15-25) % to Light. Res+(15-25) % to Lightning Resistance
Gain TailwindTailwind
Tailwind is a stacking Buff which grants 1% increased movement speed, 2% increased Skill Speed , 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks. on Critical Hit , no more than once per secondGain Tailwind on Critical Hit , no more than once per second
Lose allTailwind when Hit
The Three Dragons Lv. 45+
Base stats
Base
Solid Mask
DexDexterity
36
IntIntelligence
36
EvasionEvasion Rating
170
ESEnergy Shield
55
Version
Lvl
EV
ES
RW
Recipe
Base
45
170
55
-
—
R.mastered
55
185
39
37
×590×1
(40-60) % inc. Evasion and ES(40-60) % increased Evasion and Energy Shield
+(10-20) % to allElementalResistances
Fire 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 Shock Chance instead of 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. and IgniteMagnitudesFire Damage from HitsContributes to Shock Chance instead of Flammability and IgniteMagnitudes
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 . Dmg from HitsContributes to Flammability and IgniteMagnitudes instead of ChillMagnitude or 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 . BuildupCold Damage from HitsContributes to Flammability and IgniteMagnitudes instead of ChillMagnitude or Freeze Buildup
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. Dmg from HitsContributes to Freeze Buildup instead of Shock ChanceLightning Damage from HitsContributes to Freeze Buildup instead of Shock Chance
Scold's Bridle Lv. 50+
Base stats
Base
Jade Tiara
IntIntelligence
71
ESEnergy Shield
149
Version
Lvl
ES
RW
Recipe
Base
50
149
-
—
R.mastered
65
45
141
×620×1
+(75-150) to maxES+(75-150) to maximumEnergy Shield
(60-100) % inc. SpellDmgDamage
Upfront Costs will result in taking the damage all at once as a Hit . A per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a Hit .(60-100) % increased SpellDamage
+(80-100) to maxMana+(80-100) to maximumMana
15 % reduced Cast Speed
Take (25-100) % of Mana Costs you pay for Skills as PhysicalDmgTake (25-100) % of Mana Costs you pay for Skills as PhysicalDamage
Starkonja's Head Lv. 50+
Base stats
Base
Leatherbound Hood
DexDexterity
71
EvasionEvasion Rating
462
Ezomyte
Version
Lvl
EV
RW
Recipe
Base
50
462
-
—
R.mastered
65
532
28
×2760×1
(100-200) % inc. Evasion Rating(100-200) % increased Evasion Rating
(15-25) % inc. Critical Hit Chance(15-25) % increased Critical Hit Chance
+(30-40) to Dex+(30-40) to Dexterity
150 % inc. Global Evasion Rating when on Low LifeLow Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less.150 % increased Global Evasion Rating when on Low Life
15 % of Dmg from Hits is taken from your Dmgable CompanionCompanions
Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time. 's Life before you15 % of Damage from Hits is taken from your Damageable Companion 's Life before you
Blood Price Lv. 51+
Base stats
Base
Fierce Greathelm
StrStrength
73
Armour
533
Version
Lvl
AR
RW
Recipe
Base
51
533
-
—
R.mastered
55
685
24
×170×1
(80-120) % inc. Armour(80-120) % increased Armour
(10-15)Life Regeneration per second
+(100-150) to Stun Threshold
(30-60) % inc. PresenceAoE(30-60) % increased Presence Area of Effect
Enemies in your Presence have at least 10 % of LifeReservedReservation
Reservation effects prevent a portion of a given resource — usually Spirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.Enemies in your Presence have at least 10 % of LifeReserved
Glimpse of Chaos Lv. 52+
Base stats
Base
Tribal Mask
DexDexterity
27
IntIntelligence
27
EvasionEvasion Rating
87
ESEnergy Shield
30
Version
Lvl
EV
ES
RW
Recipe
Base
52
87
30
-
—
R.mastered
52
105
33
47
×590×1
Can be modified while Corrupted
+(50-150) to maxLife+(50-150) to maximumLife
+(50-150) to maxMana+(50-150) to maximumMana
(-30-30) % to Fire Res(-30-30) % to Fire Resistance
(-30-30) % to Cold Res(-30-30) % to Cold Resistance
(-30-30) % to Light. Res(-30-30) % to Lightning Resistance
Chaos Res is zeroChaos Resistance is zero
Heatshiver Lv. 52+
Base stats
Base
Velvet Cap
DexDexterity
74
EvasionEvasion Rating
386
Version
Lvl
EV
RW
Recipe
Base
52
386
-
—
R.mastered
65
357
70
×3860×1
(50-70) % inc. Evasion Rating(50-70) % increased Evasion Rating
+(60-100) to maxMana+(60-100) to maximumMana
+(20-30) % to Fire Res+(20-30) % to Fire Resistance
+(20-30) % to Cold Res+(20-30) % to Cold Resistance
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.1 % of Cold damage as Extra Fire damage per 1%ChillMagnitude on enemyGain1 % of Cold damage as Extra Fire damage per 1%ChillMagnitude on enemy
Sandstorm Visage Lv. 52+
Base stats
Base
ChainChain
Effects that Chain are redirected to another target after colliding with an enemy. ProjProjectile Splitting , Piercing or Forking take priority over Chaining. ProjProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain. TiaraChainChain
Effects that Chain are redirected to another target after colliding with an enemy. ProjectilesProjectile Splitting , Piercing or Forking take priority over Chaining. ProjectilesProjectile have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain. Tiara
IntIntelligence
38
ESEnergy Shield
130
Version
Lvl
ES
Recipe
Base
52
130
—
R.mastered
52
62
×1450×1
+(80-120) to maxES+(80-120) to maximumEnergy Shield
+(20-30) to Dex+(20-30) to Dexterity
Enemies in your Presence are BlindedBlinded
Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.Enemies in your Presence are Blinded
Every second, inflicts 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. on enemies in your Presence for (15-20) secondsEvery second, inflicts Critical Weakness on enemies in your Presence for (15-20) seconds
The Bringer of Rain Lv. 52+
Base stats
Base
Decorated Helm
StrStrength
41
DexDexterity
41
Armour
1218
EvasionEvasion Rating
1101
Version
Lvl
AR
EV
RW
Recipe
Base
52
1218
1101
-
—
R.mastered
65
1343
146
70
×4890×10×1
(600-800) % inc. Armour and Evasion(600-800) % increased Armour and Evasion
+(200-300) to Accu Rating+(200-300) to Accuracy Rating
100 % inc. Critical Hit Chance100 % increased Critical Hit Chance
(30-60)Life Regeneration per second
Can't use Body Armour
You can wield Two-HandedTwo-Handed
Two-handed weapons take up both weapon slots when equipped.AxesAxes
Axes are Melee weapons that can be One-Handed or Two-Handed . Axes require Strength and Dexterity to equip. Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding . , MacesMace
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. and SwordsSwords
Swords are Melee weapons that can be One-Handed or Two-Handed . Swords require Strength and Dexterity to equip. Sword Attacks are commonly related to elemental damage. in one handYou can wield Two-HandedAxes , Maces and Swords in one hand
This item gains bonuses from Socketed Items as though it was a Body Armour
Has 4 Augment Sockets (Hidden)
Myris Uxor Lv. 56+
Base stats
Base
Covert Hood
DexDexterity
79
EvasionEvasion Rating
398
Corrupted
Version
Lvl
EV
RW
Recipe
Base
56
398
-
—
R.mastered
56
200
124
×600×1
(40-60) % inc. Evasion Rating(40-60) % increased Evasion Rating
+(100-150) to Accu Rating+(100-150) to Accuracy Rating
+(40-60) to maxMana+(40-60) to maximumMana
100 % inc. 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. Threshold100 % increased Culling Strike Threshold
Keeper of the Arc Lv. 62+
Base stats
Base
Spiritbone Crown
StrStrength
36
IntIntelligence
36
Armour
458
ESEnergy Shield
132
Version
Lvl
AR
ES
RW
Recipe
Version details
Base
62
458
132
-
—
R.mastered
65
415
32
113
×25×1
Runemastered details
Has 3 Sockets
R.mastered
65
415
32
113
×25×1
Runemastered details
+250 Intelligence Requirement
100 % reduced Duration of Curses on you
R.mastered
65
415
32
113
×25×1
Runemastered details
Every 5 seconds, gain a Verisium Infusion
(240-340) % inc. Armour and ES(240-340) % increased Armour and Energy Shield
(15-25)Life Regeneration per second
(15-25) % inc. Mana Regeneration Rate(15-25) % increased Mana Regeneration Rate
Alternating every 5 seconds: | Take 40 % less Dmg from Hits | Take 40 % less Dmg over timeAlternating every 5 seconds: | Take 40 % less Damage from Hits | Take 40 % less Damage over time
Alpha's Howl Lv. 65+
Base stats
Base
Armoured Cap
DexDexterity
91
EvasionEvasion Rating
545
Version
Lvl
EV
RW
Recipe
Base
65
545
-
—
R.mastered
65
328
113
×3710×1
(80-100) % inc. Evasion Rating(80-100) % increased Evasion Rating
+100 to SpiritSpirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .+100 to Spirit
+(50-75) % to Cold Res+(50-75) % to Cold Resistance
Presence Radius is doubled
Decree of Acuity Lv. 65+
Base stats
Base
Ancient Visor
StrStrength
59
DexDexterity
59
Armour
537
EvasionEvasion Rating
489
Version
Lvl
AR
EV
Recipe
Base
65
537
489
—
Ancient Visor
65
537
163
Unavailable
(150-250) % inc. Armour and Evasion(150-250) % increased Armour and Evasion
+(25-35) to Dex+(25-35) to Dexterity
Gain(15-30) % of Evasion Rating as extraArmour
You are Blind
The Effect of Blind on you is reversed
Indigon Lv. 65+
Base stats
Base
Magus Tiara
IntIntelligence
91
ESEnergy Shield
185
Version
Lvl
ES
RW
Recipe
Base
65
185
-
—
R.mastered
65
139
70
×1180×1×1
(100-140) % inc. ES(100-140) % increased Energy Shield
+(80-120) to maxMana+(80-120) to maximumMana
(5-10) % inc. Cost of Skills for each 200 total Mana Spent RecentlyRecently
Recently refers to the past 4 seconds.(5-10) % increased Cost of Skills for each 200 total Mana Spent Recently
(10-15) % inc. Spell damage for each 200 total Mana you have Spent Recently(10-15) % increased Spell damage for each 200 total Mana you have Spent Recently
Mana Recovery other than Regeneration cannot Recover Mana
Mind of the Council Lv. 65+
Base stats
Base
Death Mask
DexDexterity
50
IntIntelligence
50
EvasionEvasion Rating
479
ESEnergy Shield
147
Version
Lvl
EV
ES
RW
Recipe
Base
65
479
147
-
—
R.mastered
65
382
40
70
×3370×3×1
(150-200) % inc. Evasion and ES(150-200) % increased Evasion and Energy Shield
+(60-90) to maxMana+(60-90) to maximumMana
+(20-30) % to Light. Res+(20-30) % to Lightning Resistance
Attacks cost an additional 6 % of your maxManaAttacks cost an additional 6 % of your maximumMana
Attacks have Added maxLightning Dmg equal to (6-9) % of maxManaAttacks have Added maximumLightning Damage equal to (6-9) % of maximumMana
Solus Ipse Lv. 65+
Base stats
Base
Grand Visage
StrStrength
36
DexDexterity
36
IntIntelligence
36
Armour
305
EvasionEvasion Rating
279
ESEnergy Shield
84
Version
Lvl
AR
EV
ES
RW
Recipe
Base
65
305
279
84
-
—
R.mastered
65
197
71
22
99
×310×1
(150-200) % inc. Armour , Evasion and ES(150-200) % increased Armour , Evasion and Energy Shield
+(60-100) to maxMana+(60-100) to maximumMana
25 % inc. Light Radius25 % increased Light Radius
Equipment and Skill Gems have 25 % inc. Attribute req.Equipment and Skill Gems have 25 % increased Attribute Requirements
You can Socket 2 additional copies of each Lineage Support GemSupport Gem
Fallback hint: no keyword description was found for this term. , in different SkillsYou can Socket 2 additional copies of each Lineage Support Gem , in different Skills
Vestige of Darkness Lv. 65+
Base stats
Base
Tenebrous Crown
StrStrength
59
IntIntelligence
59
Armour
489
ESEnergy Shield
137
Version
Lvl
AR
ES
RW
Recipe
Base
65
489
137
-
—
R.mastered
65
390
40
56
×300×1
(150-200) % inc. Armour and ES(150-200) % increased Armour and Energy Shield
+(20-30) to Str and Int+(20-30) to Strength and Intelligence
Physical damage from HitsContributes to ChillMagnitude and Freeze Buildup
Enemies in your Presence are Blinded
The Bodach haunts your Presence
the wendigo manifestation delay randomisation ms [500]
the wendigo manifests +% faster per enemy power in your presence [5]
Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time. you create affect Allies in your Presence as well as you when collectedRemnants you create affect Allies in your Presence as well as you when collected
(80-100)% inc. ReservationEfficiencyEfficiency
Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller. of Remnant Skills(80-100)% increased ReservationEfficiency of Remnant Skills
Wildwood's Gifts
Buff · Level 2
Buff
Persistent
Remnant
Req: Level 90+
You are chosen by Azmerian spirits who provide guidance, allowing you to see nearby Ancient Blooms .
Level: 19 - 20
Ancient Blooms fade after 25 seconds if not picked up
Ancient Blooms within 5m of you are revealed
An Ancient Bloom manifests within 8.5m of you every (1.21 - 1.4) seconds
Ancient Blooms have (95 - 100) % inc. effectAncient Blooms have (95 - 100) % increased effect
q20:Ancient Blooms have 15 % inc. effectAncient Blooms have 15 % increased effect
Wildwood's Gifts
Buff · Level 19
Buff
Persistent
Remnant
Req: Level 90+
You are chosen by Azmerian spirits who provide guidance, allowing you to see nearby Ancient Blooms .
Level: 19 - 20
Ancient Blooms fade after 25 seconds if not picked up
Ancient Blooms within 5m of you are revealed
An Ancient Bloom manifests within 8.5m of you every (1.21 - 1.4) seconds
Ancient Blooms have (95 - 100) % inc. effectAncient Blooms have (95 - 100) % increased effect
q20:Ancient Blooms have 15 % inc. effectAncient Blooms have 15 % increased effect