10% increased Physical Damage DmgAdds (10-14) to (16-20)Physical Damage
+(30-50) 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+(30-50) to Accuracy Rating
20 % reduced 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. Speed20 % reduced Attack Speed
+(10-20) 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.+(10-20) to Strength
Causes Double 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. BuildupCauses Double Stun Buildup
Frostbreath Lv. 10+
Base stats
Base
Slim MaceMace
Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or Fire damageFire.Slim Mace
StrStrength
21
Phys. DmgPhysical Damage
22-35
Cold Damage
11-18
Crit. %Critical Hit Chance
10.00%
APSAttacks per Second
1.55
Version
Lvl
Ph.dmg
C.dmg
Crit. %
APS
DPS
Recipe
Base
10
22-35
11-18
10.00%
1.55
66.7
—
R.forged
38
59-90.5
59-90.5
10%
1.55
232
×430×1
Adds (8-12) to (16-20)Physical DmgAdds (8-12) to (16-20)Physical Damage
Adds (8-12) to (16-20)ColdCold
Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun . DmgAdds (8-12) to (16-20)Cold Damage
+5 % to Critical HitCritical Hit
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%. Chance+5 % to Critical Hit Chance
All DmgAll Damage
The damage types are Physical , Fire , Cold , Lightning and Chaos . from HitsHits
Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. with this Weapon ContributesContributes
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 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 . BuildupAll Damage from Hits with this Weapon Contributes to Freeze Buildup
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. against FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup. EnemiesCulling Strike against Frozen Enemies
Trenchtimbre Lv. 16+
Base stats
Base
Spiked Club
StrStrength
31
Phys. DmgPhysical Damage
30-46
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.81
Ezomyte
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
16
30-46
5.00%
1.81
68.8
—
R.forged
40
71-115
5%
1.88
175
×550×1
Adds (13-15) to (22-25)Physical DmgAdds (13-15) to (22-25)Physical Damage
(20-30) % inc. Attack Speed(20-30) % increased Attack Speed
+(1-2) to Level of allMinionMinion
Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. Skills+(1-2) to Level of allMinion Skills
Increases and Reductions to MinionAttack Speed also affect you
Sculpted Suffering Lv. 22+
Base stats
Base
Warpick
StrStrength
41
Phys. DmgPhysical Damage
42-49
Crit. %Critical Hit Chance
7.00%
APSAttacks per Second
1.62
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Version details
Base
22
42-49
7.00%
1.62
73.7
—
R.forged
38
99-127
7%
1.62
183
×250×1
Runeforged details
(30 — 40) % increased effect of Fully Broken Armour
+(5-10) % to Critical Dmg BonusCritical Damage Bonus
Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).+(5-10) % to Critical Damage Bonus
Adds (21-26) to (25-31)Physical DmgAdds (21-26) to (25-31)Physical Damage
(10-15) % inc. Attack Speed(10-15) % increased Attack Speed
Breaks ArmourFully Broken Armour
Some Skills, Items, Support Gems and other effects can Break Armour , which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour , non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits . Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters. equal to 40 % of damage from Hits with this weaponBreaks Armour equal to 40 % of damage from Hits with this weapon
Fully Armour Broken enemies you kill with HitsShatterShatter
Frozen enemies Shatter when killed, destroying their corpse.Fully Armour Broken enemies you kill with HitsShatter
Brutus' Lead Sprinkler Lv. 45+
Base stats
Base
Morning Star
StrStrength
80
Phys. DmgPhysical Damage
67-100
Crit. %Critical Hit Chance
6.50%
APSAttacks per Second
1.57
Version
Lvl
Ph.dmg
Crit. %
APS
F.dmg
DPS
Recipe
Base
45
67-100
6.50%
1.57
-
131
—
R.forged
65
-
6.5%
1.57
90-134
176
×3×1
Grants Skill: Level 11 Molten Shower
Hits with this Weapon have 5 % chance to Trigger Molten Shower per 25StrHits with this Weapon have 5 % chance to Trigger Molten Shower per 25Strength
(80-120) % inc. Physical Dmg(80-120) % increased Physical Damage
(5-10) % inc. Attack Speed(5-10) % increased Attack Speed
+(15-25) to Str+(15-25) to Strength
5 to 10 Added AttackFireFire
Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite . Dmg per 25Str5 to 10 Added AttackFire Damage per 25Strength
local display grants level X molten shower [1]
Molten Shower
Attack · Level 11
Attack
AoE
Projectile
Trigger
Fire
Req: Level 90+
FiresFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . molten ProjectilesProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.Fires molten Projectiles from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.
Level: 11 - 20
Cost: 0Mana
Cooldown: 0.25 s ((3 - 6) Times)Cooldown Time: 0.25 s ((3 - 6) Times)
Atk Dmg: (50 - 132)% of baseAttack Damage: (50 - 132)% of base
Proj Speed: 4 m/sProjectile Speed: 4 metres per Second
Converts 80 % of Physical damage to Fire damageFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .Converts 80 % of Physical damage to Fire damage
Fires4ProjFires4Projectiles
Explosion radius is 1 metre
This Attack is Triggered by Brutus' Lead Sprinkler
q20:20 % inc. Cooldown RecoveryCooldownRecovery
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns. Rate20 % increased Cooldown Recovery Rate
Serle's Grit Lv. 47+
Base stats
Base
Kalguuran Forgehammer
Phys. DmgPhysical Damage
60-106
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.45
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Version details
Base
47
60-106
5.00%
1.45
120
—
R.forged
65
86-150
5%
1.75
207
×1500×1
R.forged
65
125-214
5%
1.45
246
×1500×1
R.forged
65
86-150
10%
1.45
171
×1500×1
R.forged
65
86-150
5%
1.45
171
×1500×1
Runeforged details
+(100 — 150) to maximum Runic Ward
Grants Skill: Level 12 Runic Tempering
Has 3 Sockets
Maximum QualityQuality
Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%. Martial Weapons gain 1% more Physical damage per Quality. Armours gain 1% more Armour , Evasion , Energy Shield and Runic Ward per Quality. Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item. Flasks gain 1% more Life and Mana recovery per Quality. Charms gain 1% increased duration per Quality. Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality. is 40 %Maximum Quality is 40 %
Adds (23-30) to (35-55)Physical DmgAdds (23-30) to (35-55)Physical Damage
+(20-30) to Str+(20-30) to Strength
Skills which EmpowerEmpower
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills. an Attack have (10-20) % chance to not count that AttackSkills which Empower an Attack have (10-20) % chance to not count that Attack
(40-50) to (80-100) added 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 per Runic Plate(40-50) to (80-100) added PhysicalThorns damage per Runic Plate
Runic Tempering
Channelling · Level 12
Channelling
Req: Level 90+
Channel to imbue your armour with Runic Plates. When you are HitHit
Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. while you have these plates, some of the damage you would take will be prevented, and this skill will cause backlash, dealing your ThornsThorns
Thorns damage is a kind of HitHit 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 MeleeMelee Attack Hits , dealing your Thorns damage to the enemy that HitHit you. Some skills and other effects may also deal your thorns damage to enemies at other times. damage in an area around your attacker.Channel to imbue your armour with Runic Plates. When you are Hit while you have these plates, some of the damage you would take will be prevented, and this skill will cause backlash, dealing your Thorns damage in an area around your attacker.
Level: 12 - 20
Cost: (2.9 - 19.65)Mana/sCost: (2.9 - 19.65)Mana per second
Cooldown: 5.00 sCooldown Time: 5.00 s
Backlash radius is 1.9 mBacklash radius is 1.9 metres
Can backlash once every 0.4 seconds
You take 10 % less Dmg from Hits while you have Runic PlatesYou take 10 % less Damage from Hits while you have Runic Plates
A Runic Plate is lost for every 5 backlashes
Maximum 4 Runic Plates
Seeing Stars Lv. 54+
Base stats
Base
Marching Mace
StrStrength
96
Phys. DmgPhysical Damage
33-69
Elem. DmgElemental Damage
26-42
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.57
Version
Lvl
Ph.dmg
El.dmg
Crit. %
APS
DPS
Recipe
Base
54
33-69
26-42
5.00%
1.57
133
—
R.forged
65
46-96
26-42
7.5%
1.57
165
×1140×5×1
Adds (24-31) to (36-46)Cold DmgAdds (24-31) to (36-46)Cold Damage
Adds (1-5) to (66-90)LightningLightning
Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt. DmgAdds (1-5) to (66-90)Lightning Damage
(10-20) % inc. Attack Speed(10-20) % increased Attack Speed
EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered Skills. Generation is doubledEnergy Generation is doubled
Nebuloch Lv. 55+
Base stats
Base
Execratus Hammer
StrStrength
97
Phys. DmgPhysical Damage
80-133
Chaos Damage
33-48
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.45
Version
Lvl
Ph.dmg
Ch.dmg
Crit. %
APS
DPS
Recipe
Base
55
80-133
33-48
5.00%
1.45
213
—
Adds (39-48) to (69-79)Physical DmgAdds (39-48) to (69-79)Physical Damage
+(20-30) % to Critical Dmg Bonus+(20-30) % to Critical Damage Bonus
Adds (25-36) to (44-55)ChaosChaos
Fallback hint: no keyword description was found for this term. damageAdds (25-36) to (44-55)Chaos damage
Attacks consume an Endurance ChargeEndurance Charge
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once. to Critically HitAttacks consume an Endurance Charge to Critically Hit
Take 100Chaos damage per second per Endurance Charge
Mjölner Lv. 65+
Base stats
Base
Torment Club
StrStrength
214
Version
Lvl
Ph.dmg
Crit. %
APS
C.dmg
Li.dmg
DPS
Recipe
Version details
Base
65
176-292
5%
1.67
-
-
391
—
R.mastered
65
-
5%
1.67
44-209
-
211
×30×1
Runemastered details
100 % of Lightning Damage Converted to Cold Damage
R.mastered
65
176-292
5%
1.67
-
-
391
×30×1
Runemastered details
Skills Gain (4 — 6) % of damage as Extra Lightning damage per 50 Runic Ward Cost
R.mastered
65
176-292
5%
1.67
-
-
391
×30×1
Runemastered details
+(1.5 — 2) metres to Melee Strike Range
R.mastered
65
-
5%
1.67
-
85-403
407
×30×1
Grants Skill: Level 15 Thundergod's Wrath
+200Int req.+200Intelligence Requirement
+100Str req.+100Strength Requirement
(250-350) % inc. Phys.Dmg(250-350) % increased Physical Damage
(10-20) % inc. Atk Speed(10-20) % increased Attack Speed
+(2-4) to Level of allLightningLightning
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. Skills+(2-4) to Level of allLightningLightning
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. Skills
Thundergod's Wrath
Buff · Level 15
Buff
Persistent
Trigger
Lightning
Meta
Req: Level 90+
While active, gains EnergyEnergy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered SkillTriggered_Skills. When calculating Energy gain or consumption from the use time of a Skill, modifiers to TotalTotal use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered SkillsTriggered_Skills. when you Hit enemies with 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 and triggers socketed Lightning spells on reaching maximumEnergy .While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Lightning spells on reaching maximumEnergy .
Level: 15 - 20
Thundergod's Wrath
GainsGain
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damageLightning gained from Physical damagePhysical scales with Lightning damageLightning modifiers, but not Physical damagePhysical modifiers. Damage Gain occurs in the same two step process as Damage ConversionConversion . Damage over time cannot benefit from damage Gain.3Energy per Power of enemies you Hit with 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 ProjProjectile these attacks create do not count as Melee damage. Attacks , modified by the percentage of the enemy's Ailment ThresholdAilmentThreshold
A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Ele.DmgElementalDamage will apply the relevant Ailment , as well as lowering the amount of FreezeFreeze and ElectrocuteElectrocute buildup recieved. A lower Elemental AilmentElemental_Ailments Threshold makes it more likely, and increases buildup of FreezeFreeze and ElectrocuteElectrocute recieved. By default a player's Ailment Threshold is equal to half their Life. the Hit will dealGains3Energy per Power of enemies you Hit with Melee Attacks , modified by the percentage of the enemy's Ailment ThresholdAilmentThreshold
A higher Elemental AilmentElemental_Ailments Threshold makes it less likely that being HitHit by Elemental DamageElementalDamage will apply the relevant Ailment , as well as lowering the amount of FreezeFreeze and ElectrocuteElectrocute buildup recieved. A lower Elemental AilmentElemental_Ailments Threshold makes it more likely, and increases buildup of FreezeFreeze and ElectrocuteElectrocute recieved. By default a player's Ailment Threshold is equal to half their Life. the Hit will deal
(0 - 57) % inc. Energy gained(0 - 57) % increased Energy gained
q20:15 % inc. Energy gained15 % increased Energy gained
Has 10maxEnergy per 0.1 seconds of base cast time of Socketed SpellsHas 10maximumEnergy per 0.1 seconds of base cast time of Socketed Spells
Olrovasara Lv. 65+
Base stats
Base
Torment Club
StrStrength
114
Phys. DmgPhysical Damage
44-73
Lightning Damage
1-66
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.70
Version
Lvl
Ph.dmg
Li.dmg
Crit. %
APS
C.dmg
DPS
Recipe
Version details
Base
65
44-73
1-66
5.00%
1.70
-
156
—
R.mastered
65
-
1-66
5%
1.7
44-209
272
×15×1
Runemastered details
100 % of Lightning Damage Converted to Cold Damage
R.mastered
65
44-73
1-66
5%
1.7
-
156
×15×1
Runemastered details
Skills Gain (4 — 6) % of damage as Extra Lightning damage per 50 Runic Ward Cost
R.mastered
65
44-73
1-66
5%
1.7
-
156
×15×1
Runemastered details
+(1.5 — 2) metres to Melee Strike Range
R.mastered
65
-
86-469
5%
1.7
-
472
×15×1
Adds 1 to (60-80)Lightning DmgAdds 1 to (60-80)Lightning Damage
+(300-400) to Accu Rating+(300-400) to Accuracy Rating
(5-30) % inc. Attack Speed(5-30) % increased Attack Speed
On Hitting an enemy, gains max added Lightning damage equal to | the enemy's PowerPower
Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power. for 20 seconds, up to a total of 500On Hitting an enemy, gains maximum added Lightning damage equal to | the enemy's Power for 20 seconds, up to a total of 500
Sadist's Mercy Lv. 67+
Base stats
Base
Flanged Mace
StrStrength
134
Phys. DmgPhysical Damage
154-229
Crit. %Critical Hit Chance
12.34%
APSAttacks per Second
1.88
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
67
154-229
12.34%
1.88
360
—
Grants Skill: Level 16 Harbinger of Madness
(240-300) % inc. Physical Dmg(240-300) % increased Physical Damage
+(5-8) % to Critical Hit Chance
(14-22) % inc. Attack Speed(14-22) % increased Attack Speed
Hits with this Weapon inflict (2-5)Gruelling MadnessGruelling Madness
The first Gruelling Madness on a target Slows their movement speed by 15%. Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target. A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.Hits with this Weapon inflict (2-5)Gruelling Madness
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. have additional Power equal to their Gruelling MadnessEnemies in your Presence have additional Power equal to their Gruelling Madness
Harbinger of Madness
Buff · Level 16
Buff
Persistent
AoE
Physical
Req: Level 90+
Draws out the latent fears of enemies you kill and Rare or Unique enemies you Hit , turning them into unstable apparitions which charge towards enemies and then explode.
Level: 16 - 20
Deals (181 - 319) to (272 - 478)Phys.DmgDeals (181 - 319) to (272 - 478)Physical Damage
Explosion radius is 2 mExplosion radius is 2 metres
Unstable Apparitions spawned from slain enemies deal 8 % of that enemy's Life as added unscalable Physical damage
Unstable Apparitions deal 5 % more damage per Power of the enemy they're drawn from
Draws out an Unstable Apparition from Rare or Unique enemies you Hit
Draws out an Unstable Apparition from enemies you kill with Melee Hits , no more than once every 0.05 secondsDraws out an Unstable Apparition from enemies you kill with Melee Hits , no more than once every 0.05 seconds