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.Inflict Abyssal Wasting on Hit
(20-30) % reduced 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.AoE(20-30) % reduced Presence Area of Effect
(20-30) % reduced Light Radius
Grip of Kulemak Lv. 1+
Base stats
Base
Abyssal Signet
Inflict Abyssal Wasting on Hit
(20-30) % reduced PresenceAoE(20-30) % reduced Presence Area of Effect
(20-30) % reduced Light Radius
Can gain 1 custom Desecrated Modifiers
Grip of Kulemak Lv. 1+
Base stats
Base
Abyssal Signet
Inflict Abyssal Wasting on Hit
(20-30) % reduced PresenceAoE(20-30) % reduced Presence Area of Effect
(20-30) % reduced Light Radius
Can gain 2 custom Desecrated Modifiers
Grip of Kulemak Lv. 1+
Base stats
Base
Abyssal Signet
Inflict Abyssal Wasting on Hit
(20-30) % reduced PresenceAoE(20-30) % reduced Presence Area of Effect
(20-30) % reduced Light Radius
Can gain 3 custom Desecrated Modifiers
Grip of Kulemak Lv. 1+
Base stats
Base
Abyssal Signet
Inflict Abyssal Wasting on Hit
(20-30) % reduced PresenceAoE(20-30) % reduced Presence Area of Effect
(20-30) % reduced Light Radius
Can gain 4 custom Desecrated Modifiers
Blackheart Lv. 1+
Base stats
Base
Iron Ring
Adds 1 to 4PhysicalPhysical
10% increased Physical Damage Dmg to 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.Adds 1 to 4Physical Damage to Attacks
(3-6)Life Regeneration per second
Adds (4-6) to (8-10)Chaos.DmgChaos
Fallback hint: no keyword description was found for this term. to AttacksAdds (4-6) to (8-10)Chaos Damage to Attacks
+(10-20) % of 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. also applies to Chaos.Dmg+(10-20) % of Armour also applies to Chaos Damage
25 % chance to IntimidateIntimidated
Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt. Enemies for 4 seconds 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.25 % chance to Intimidate Enemies for 4 seconds on Hit
Doedre's Damning Lv. 1+
Base stats
Base
Lazuli Ring
+(20-30) to maxMana+(20-30) to maximumMana
+(5-15) % to allElementalElement
The three Elemental damage types are Fire , Cold , and Lightning .ResistancesFire Resistance
Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.+(5-15) % to allElementalResistances
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.(1-10)Mana per enemy killedGain(1-10)Mana per enemy killed
You can apply an additional CurseCurses
Fallback hint: no keyword description was found for this term.You can apply an additional Curse
Glowswarm Lv. 1+
Base stats
Base
Lazuli Ring
+(20-30) to maxMana+(20-30) to maximumMana
+(40-60) to maxMana+(40-60) to maximumMana
(20-30) % inc. FlaskFlask
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.Mana Recovery rate(20-30) % increased FlaskMana Recovery rate
ManaFlasks gain (0.17-0.25) charges per Second
Using a ManaFlask grants GuardGuard
Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy Shield until the buff expires or is depleted. You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life. equal to 100 % of Flask's recovery amount for 4 secondsUsing a ManaFlask grants Guard equal to 100 % of Flask's recovery amount for 4 seconds
Seed of Cataclysm Lv. 1+
Base stats
Base
Lazuli Ring
+(20-30) to maxMana+(20-30) to maximumMana
(30-50) % 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.(30-50) % increased Critical Hit Chance for Spells
Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage). per CriticalHit you've dealt with SpellsRecentlyRecently
Recently refers to the past 4 seconds.5 % reduced Critical Spell Damage Bonus per CriticalHit you've dealt with SpellsRecently
+(13-17) % to Chaos Res+(13-17) % to Chaos Resistance
10 % inc. Mana Cost of Skills10 % increased Mana Cost of Skills
(15-30) % chance for Spell Dmg with CriticalHits to be LuckyLucky
Lucky things are rolled twice and the better result used.(15-30) % chance for Spell Damage with CriticalHits to be Lucky
Eshtera's Path Lv. 1+
Base stats
Base
Ring
You can only Socket Sapphire Jewels in this item
(10-20) % 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(10-20) % increased Rarity of Items found
+(10-20) 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.+(10-20) to allAttributes
+(5-10) % to 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 . and 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 .Resistances per Equipped ItemEquipped
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. with a 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.Resistance Modifier+(5-10) % to Fire and ColdResistances per Equipped Item with a LightningResistance Modifier
Has 1 Jewel Socket (Hidden)
Kalandra's Touch Lv. 1+
Base stats
Base
Ring
Reflects opposite Ring
Blistering Bond Lv. 8+
Base stats
Base
Ruby Ring
+(20-30) % to Fire Res+(20-30) % to Fire Resistance
+(40-60) to maxLife+(40-60) to maximumLife
+(20-30) % to Fire Res+(20-30) % to Fire Resistance
(-15--10) % to Cold Res(-15--10) % to Cold Resistance
You take Fire.Dmg instead of Phys.Dmg from 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.You take Fire Damage instead of Physical Damage from Bleeding
Fire.Dmg also 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 BleedingMagnitudeMagnitude
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.Fire Damage also Contributes to BleedingMagnitude
Bleeding you inflict deals Fire.Dmg instead of Phys.DmgBleeding you inflict deals Fire Damage instead of Physical Damage
Cracklecreep Lv. 8+
Base stats
Base
Ruby Ring
+(20-30) % to Fire Res+(20-30) % to Fire Resistance
(20-30) % inc. Fire Dmg(20-30) % increased Fire Damage
(3.1-6)Life Regeneration per second
(20-30) % inc. Mana Regeneration Rate(20-30) % increased Mana Regeneration Rate
IgnitesIgnite
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. you inflict spread to other Enemies that stay within 1.5 m for 1 secondIgnites you inflict spread to other Enemies that stay within 1.5 metres for 1 second
Dream Fragments Lv. 12+
Base stats
Base
Sapphire Ring
+(20-30) % to Cold Res+(20-30) % to Cold Resistance
(10-15) % inc. maxMana(10-15) % increased maximumMana
(30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
You cannot be ChilledChill
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. or FrozenFrozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.You cannot be Chilled or Frozen
Polcirkeln Lv. 12+
Base stats
Base
Sapphire Ring
+(20-30) % to Cold Res+(20-30) % to Cold Resistance
(20-30) % inc. Cold Dmg(20-30) % increased Cold Damage
+(40-60) to maxMana+(40-60) to maximumMana
+(10-15) 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.+(10-15) to Strength
Enemies Chilled by your Hits can be ShatteredShatter
Frozen enemies Shatter when killed, destroying their corpse. as though FrozenEnemies Chilled by your Hits can be Shattered as though Frozen
Levinstone Lv. 16+
Base stats
Base
Topaz Ring
+(20-30) % to Light. Res+(20-30) % to Lightning Resistance
+(40-60) to maxMana+(40-60) to maximumMana
(10-20) % inc. chance to 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.(10-20) % increased chance to Shock
Lightning Skills ChainChain
Fallback hint: no keyword description was found for this term.+1 timesLightning Skills Chain+1 times
(10-20) % inc. Magnitude of Shock you inflict(10-20) % increased Magnitude of Shock you inflict
The Burrower Lv. 16+
Base stats
Base
Topaz Ring
+(20-30) % to Light. Res+(20-30) % to Lightning Resistance
-10 % to Cold Res-10 % to Cold Resistance
+(20-30) % to Light. Res+(20-30) % to Lightning Resistance
(30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
Lightning Dmg of Enemies Hitting you is UnluckyUnlucky
Unlucky things are rolled twice and the worse result used.Lightning Damage of Enemies Hitting you is Unlucky
Blackflame Lv. 20+
Base stats
Base
Amethyst Ring
+(7-13) % to Chaos Res+(7-13) % to Chaos Resistance
(15-30) % inc. Mana Regeneration Rate(15-30) % increased Mana Regeneration Rate
Ignite you inflict deals Chaos.Dmg instead of Fire.DmgIgnite you inflict deals Chaos Damage instead of Fire Damage
(80-100) % inc. IgniteMagnitude(80-100) % increased IgniteMagnitude
(60-75) % reduced Ignite Dur. on Enemies(60-75) % reduced IgniteDuration on Enemies
WitheredWithered
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times. you inflict also increases Fire.Dmg takenWithered you inflict also increases Fire Damage taken
Withered does not expire on Enemies Ignited by you
use unique blackflame ignite effect [1]
Ming's Heart Lv. 20+
Base stats
Base
Amethyst Ring
+(7-13) % to Chaos Res+(7-13) % to Chaos Resistance
20 % reduced maxLife20 % reduced maximumLife
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.(30-40) % of Dmg as Extra Chaos DmgGain(30-40) % of Damage as Extra Chaos Damage
30 % reduced Global Armour , 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 . 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 % reduced Global Armour , Evasion and Energy Shield
Original Sin Lv. 20+
Base stats
Base
Amethyst Ring
+(7-13) % to Chaos Res+(7-13) % to Chaos Resistance
+(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
100 % 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 Chaos Dmg100 % of Elemental DamageConverted to Chaos Damage
Veilpiercer Lv. 20+
Base stats
Base
Amethyst Ring
+(7-13) % to Chaos Res+(7-13) % to Chaos Resistance
+(60-100) to maxMana+(60-100) to maximumMana
+(15-25) 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.+(15-25) to Intelligence
Curses you inflict can affect HexproofHexproof
Hexproof means that you are Unaffected by Curses . EnemiesCurses you inflict can affect Hexproof Enemies
Curses you inflict spread to enemies within 3 m when Cursed enemy diesCurses you inflict spread to enemies within 3 metres when Cursed enemy dies
Gain 1Dark WhisperDark Whisper
Curses you inflict have 4% increased Curse Magnitudes for each Dark Whisper you have. You can have a maximum of 10 Dark Whispers. Dark Whispers last for 8 seconds, and this duration is refreshed whenever you gain more. When Dark Whispers expire, you Lose 3% of Life, Mana, and Energy Shield for each of them, over 4 seconds. every second there is a Cursed Enemy in your PresenceGain 1Dark Whisper every second there is a Cursed Enemy in your Presence
(20-40) % inc. Dmg with Hits against targets in your Presence(20-40) % increased Damage with Hits against targets in your Presence
Death Rush Lv. 26+
Base stats
Base
Emerald Ring
+(120-160) 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+(120-160) to Accuracy Rating
+(75-125) to Accu Rating+(75-125) to Accuracy Rating
+(75-125) to Evasion Rating
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.5 % of PhysicalAttack Dmg as LifeLeech5 % of PhysicalAttack Damage as Life
You gain OnslaughtOnslaught
Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds. for 4 seconds on KillYou gain Onslaught for 4 seconds on Kill
Thief's Torment Lv. 26+
Base stats
Base
Emerald Ring
+(120-160) to Accu Rating+(120-160) to Accuracy Rating
(30-40) % inc. Rarity of Items found(30-40) % increased Rarity of Items found
+(10-15) % to allElementalResistances
Gain 25Life per Enemy Hit with Attacks
Can't use other Rings
Gain 15Mana per Enemy Hit with Attacks
50 % reduced Dur. of Curses on you50 % reduced Duration of Curses on you
Vigilant View Lv. 26+
Base stats
Base
Emerald Ring
+(120-160) to Accu Rating+(120-160) to Accuracy Rating
+(100-150) to Accu Rating+(100-150) to Accuracy Rating
+(100-150) to Evasion Rating
(10-20) % inc. Rarity of Items found(10-20) % 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
Enemies have an Accu Penalty against you based on DistanceEnemies have an Accuracy Penalty against you based on Distance
Maximum Chance to Evade is 50%
Evergrasping Ring Lv. 32+
Base stats
Base
Pearl Ring
(7-10) % inc. Cast Speed(7-10) % increased Cast Speed
+(60-100) to maxMana+(60-100) 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 PresenceGain(15-25) % of Dmg as Extra Chaos DmgAllies in your PresenceGain(15-25) % of Damage as Extra Chaos Damage
Enemies in your PresenceGain(6-12) % of Dmg as Extra Chaos DmgEnemies in your PresenceGain(6-12) % of Damage as Extra Chaos Damage
Heartbound Loop Lv. 32+
Base stats
Base
Pearl Ring
(7-10) % inc. Cast Speed(7-10) % increased Cast Speed
MinionsMinion
Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. have (10-15) % inc. maxLifeMinions have (10-15) % increased maximumLife
(10-15)Life Regeneration per second
(20-40) % inc. Mana Regeneration Rate(20-40) % increased Mana Regeneration Rate
300Physical Dmg taken on Minion Death300Physical Damage taken on Minion Death
MinionsReviveRevive
Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.(10-15) % fasterMinionsRevive(10-15) % faster
Snakepit Lv. 32+
Base stats
Base
Pearl Ring
(7-10) % inc. Cast Speed(7-10) % increased Cast Speed
(20-30) % inc. Spell Dmg(20-30) % increased Spell Damage
(10-15) % inc. Cast Speed(10-15) % increased Cast Speed
Left ring slot: ProjProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. from SpellscannotChainLeft ring slot: Projectiles from SpellscannotChain
Left ring slot: Proj from SpellsForkFork
Projectiles that Fork split into two the first time they collide with an enemy and do not Split from it or Pierce it.Left ring slot: Projectiles from SpellsFork
Right ring slot: Proj from SpellsChain + 1 timesRight ring slot: Projectiles from SpellsChain + 1 times
Right ring slot: Proj from SpellscannotForkRight ring slot: Projectiles from SpellscannotFork
Proj from SpellscannotPiercePierced
Projectiles that Pierce can pass through a target while still damaging them.Projectiles from SpellscannotPierce
Whisper of the Brotherhood Lv. 32+
Base stats
Base
Sapphire Ring
+(20-30) % to Cold Res+(20-30) % to Cold Resistance
(5-10) % 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.(5-10) % increased Skill Speed
+(10-20) to Dex+(10-20) to Dexterity
(25-35) % inc. Mana Regeneration Rate(25-35) % increased Mana Regeneration Rate
100 % of Cold Dmg Converted to Lightning Dmg100 % of Cold Damage Converted to Lightning Damage
Call of the Brotherhood Lv. 32+
Base stats
Base
Topaz Ring
+(20-30) % to Light. Res+(20-30) % to Lightning Resistance
+(10-20) to Int+(10-20) to Intelligence
(25-35) % inc. Mana Regeneration Rate(25-35) % increased Mana Regeneration Rate
(20-30) % 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(20-30) % increased Freeze Buildup
100 % of Lightning Dmg Converted to Cold Dmg100 % of Lightning Damage Converted to Cold Damage
Gifts from Above Lv. 35+
Base stats
Base
Prismatic Ring
+(7-10) % to allElementalResistances
(20-30) % inc. Critical Hit Chance(20-30) % increased Critical Hit Chance
(20-30) % inc. 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.(20-30) % increased Light Radius
(20-30) % inc. Rarity of Items Dropped by Enemies killed with a Critical Hit(20-30) % increased Rarity of Items Dropped by Enemies killed with a Critical Hit
You have Consecrated GroundConsecrated Ground
You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them. around you while stationaryYou have Consecrated Ground around you while stationary
Icefang Orbit Lv. 36+
I
Base stats
Base
Iron Ring
Adds 1 to 4Physical Dmg to AttacksAdds 1 to 4Physical Damage to Attacks
Adds (5-7) to (9-13)Physical Dmg to AttacksAdds (5-7) to (9-13)Physical Damage to Attacks
+(20-30) to Dex+(20-30) to Dexterity
(10-20) % 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 Hit(10-20) % chance to Poison on Hit
All DmgAll Damage
The damage types are Physical , Fire , Cold , Lightning and Chaos . taken from Hits while PoisonedContributes to Magnitude of Chill on youAll Damage taken from Hits while PoisonedContributes to Magnitude of Chill on you
All Dmg from Hits against Poisoned targets Contributes to ChillMagnitudeAll Damage from Hits against Poisoned targets Contributes to ChillMagnitude
(15-25) % inc. Magnitude of Poison you inflict(15-25) % increased Magnitude of Poison you inflict
Venopuncture Lv. 36+
Base stats
Base
Iron Ring
Adds 1 to 4Physical Dmg to AttacksAdds 1 to 4Physical Damage to Attacks
Adds (5-7) to (9-13)Physical Dmg to AttacksAdds (5-7) to (9-13)Physical Damage to Attacks
+(20-30) to Str+(20-30) to Strength
All Dmg taken from Hits while BleedingContributes to Magnitude of Chill on youAll Damage taken from Hits while BleedingContributes to Magnitude of Chill on you
All Dmg from Hits against Bleeding targets Contributes to ChillMagnitudeAll Damage from Hits against Bleeding targets Contributes to ChillMagnitude
(10-20) % chance to inflict Bleeding on Hit
(15-25) % inc. Magnitude of Bleeding you inflict(15-25) % increased Magnitude of Bleeding you inflict
Andvarius Lv. 40+
Base stats
Base
Gold Ring
(6-15) % inc. Rarity of Items found(6-15) % increased Rarity of Items found
(50-70) % inc. Rarity of Items found(50-70) % increased Rarity of Items found
+10 to Dex+10 to Dexterity
-20 % to allElementalResistances
Perandus Seal Lv. 40+
Base stats
Base
Gold Ring
(6-15) % inc. Rarity of Items found(6-15) % increased Rarity of Items found
+(30-50) to maxMana+(30-50) to maximumMana
+(5-10) to allAttributes
(10-15) % inc. Quantity of Gold Dropped by Slain Enemies(10-15) % increased Quantity of Gold Dropped by Slain Enemies
Safrin's Resolve Lv. 40+
Base stats
Base
Ring
You can only Socket Ruby Jewels in this item
(10-20) % inc. Rarity of Items found(10-20) % increased Rarity of Items found
+(10-20) to allAttributes
+(5-10) % to Cold and LightningResistances per Equipped Item with a FireResistance Modifier
Has 1 Jewel Socket (Hidden)
Zaida's Longevity Lv. 40+
Base stats
Base
Ring
You can only Socket Emerald Jewels in this item
(10-20) % inc. Rarity of Items found(10-20) % increased Rarity of Items found
+(10-20) to allAttributes
+(5-10) % to Fire and LightningResistances per Equipped ItemEquipped Item
Equipment are items that can be Equipped with a ColdResistance Modifier+(5-10) % to Fire and LightningResistances per Equipped Item with a ColdResistance Modifier
Has 1 Jewel Socket (Hidden)
The Taming Lv. 42+
Base stats
Base
Prismatic Ring
+(7-10) % to allElementalResistances
+(10-20) % to allElementalResistances
(10-20) % inc. Dmg for each type of Elemental AilmentElemental Ailments
Elemental Ailments are Ignite , Chill , Freeze , Shock , and Electrocute . on Enemy(10-20) % increased Damage for each type of Elemental Ailment on Enemy
Wind SkillsWind Skills
Wind Skills gain additional interactions with other specified Skills, typically Fire Skills. which can be boosted by Elemental Ground SurfacesElemental Ground Surfaces
Elemental Ground Surfaces include Shocked Ground , Chilled Ground , and Ignited Ground . can be boosted by multiple Elemental Ground SurfacesWind Skills which can be boosted by Elemental Ground Surfaces can be boosted by multiple Elemental Ground Surfaces
Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by IgnitedIgnited Ground
Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified. , ShockedShocked Ground
Shocked Ground Shocks those standing in it, and lasts 6 seconds by default. , and Chilled GroundChilled Ground
Chilled Ground Chills those standing in it, and lasts 6 seconds by default.Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Ignited , Shocked , and Chilled Ground
Berek's Grip Lv. 42+
Base stats
Base
Two-Stone Ring
+(12-16) % to ColdCold
Cold damage is one of the five Dmg TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . and LightningLightning
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.ResistancesResistances
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.+(12-16) % to ColdCold
Cold damage is one of the five Damage TypesDamage_Types . It is reduced by Cold ResistanceResistances . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy StunHeavy_Stun . and LightningLightning
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.Resistances
+(10-20) to Dex and Int+(10-20) to Dexterity and Intelligence
+(10-20) % to Cold and LightningResistances+(10-20) % to Cold and LightningResistances
Hits against you have (35-50) % reduced Crit% while you are ChilledHits against you have (35-50) % reduced Critical Hit Chance while you are Chilled
Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Shocked Ground
Berek's Pass Lv. 42+
Base stats
Base
Two-Stone Ring
+(12-16) % to FireFire
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 . and ColdResistances+(12-16) % to FireFire
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 . and ColdResistances
+(10-20) to Str and Int+(10-20) to Strength and Intelligence
+(10-20) % to Fire and ColdResistances+(10-20) % to Fire and ColdResistances
Regenerate (1-2) % of maxLife per second while IgnitedRegenerate (1-2) % of maximumLife per second while Ignited
Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Chilled Ground
Berek's Respite Lv. 42+
Base stats
Base
Two-Stone Ring
+(12-16) % to Fire and LightningResistances+(12-16) % to Fire and LightningResistances
+(10-20) to Str and Dex+(10-20) to Strength and Dexterity
+(10-20) % to Fire and LightningResistances+(10-20) % to Fire and LightningResistances
(15-25) % inc. Critical Dmg Bonus while Shocked(15-25) % increased Critical Damage Bonus while Shocked
Wind Skills which can be boosted by Elemental Ground Surfaces count | as being boosted by Ignited Ground
Prized Pain Lv. 48+
Base stats
Base
Iron Ring
Adds 1 to 4Physical Dmg to AttacksAdds 1 to 4Physical Damage to Attacks
+(20-30) to Str+(20-30) to Strength
Skills 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 % of Mana Cost as ExtraLife CostSkills Gain10 % of Mana Cost as ExtraLife Cost
(24-35) to (36-53)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(24-35) to (36-53)PhysicalThorns damage
(15-25) % chance to deal your Thorns Dmg to Enemies you Hit with 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.Attacks(15-25) % chance to deal your Thorns Damage to Enemies you Hit with MeleeAttacks
Bursting Decay Lv. 60+
Base stats
Base
Unset Ring
Grants 1 additional Skill Slots
(15-25) % inc. Rarity of Items found(15-25) % increased Rarity of Items found
+(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
LoseLose
Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield . Life Loss can still kill you.5 % of maxLife per secondLose5 % of maximumLife per second
Attacks have added Physical damage equal to 3 % of maxLifeAttacks have added Physical damage equal to 3 % of maximumLife
Ventor's Gamble Lv. 64+
Base stats
Base
Gold Ring
(6-15) % inc. Rarity of Items found(6-15) % increased Rarity of Items found
+(0-80) to maxLife+(0-80) to maximumLife
+(0-20) 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 .+(0-20) to Spirit
(-25-25) % reduced Rarity of Items found
(-40-40) % to Fire Res(-40-40) % to Fire Resistance
(-40-40) % to Cold Res(-40-40) % to Cold Resistance
(-40-40) % to Light. Res(-40-40) % to Lightning Resistance