This collection groups Uniques marked Ezomyte. Eligible items can be consumed with Aldur’s Legacy to create a corresponding “Legacy of…” Augment.
For example, Dusk Vigil becomes Legacy of Dusk Vigil. Verisium Runeforging is a separate process: available base upgrades and their recipes are shown on each item’s card.
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.(30-50) % of Dmg as Extra FireFire
Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite . DmgGain(30-50) % of Damage as Extra Fire Damage
(80-120) % inc. SpellSpell
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance. Dmg(80-120) % increased Spell Damage
Gain(5-10)Life per enemy killed
25 % inc. Mana Regeneration Rate25 % increased Mana Regeneration Rate
TriggerTrigger
Fallback hint: no keyword description was found for this term. Ember Fusillade Skill on casting a SpellTrigger Ember Fusillade Skill on casting a Spell
Firebolt
Spell
Spell
AoE
Projectile
Fire
Repeatable
Req: Level 90+
Launch a fiery ProjectileProjectile
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. towards a target. The Projectile explodes on impact, damaging foes in a small area.Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Level: 1 - 20
Cost: 0Mana
Cast: 0.90 secCast Time: 0.90 sec
CriticalCritical
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical HitHit Chance, while Spells and some other skills have their base Critical HitHit Chance listed on the skill. Most modifiers to Critical HitHit Chance are percentage based. For example, gaining 100% increased Critical HitHit Chance on a base Critical HitHit Chance of 7% would result in a final Critical HitHit Chance of 14%.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: 8.00%CriticalHit Chance: 8.00%
Proj Speed: 10.4 m/sProjectile Speed: 10.4 metres per Second
Projectile
Deals (7 - 290) to (10 - 435)Fire.DmgFire
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 .Deals (7 - 290) to (10 - 435)Fire DamageFire
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 .
q20:Inflicts 20 % more Flammability Magnitude
Explosion
Explosion radius is 0.7 mExplosion radius is 0.7 metres
Ember Fusillade
Spell · Level 1
Spell
AoE
Projectile
Trigger
Fire
Duration
Repeatable
Req: Level 90+
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. ConsumesConsume
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 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. Infusion if possible to cause the entire Fusillade to create beams that ChainChain
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. to enemies.Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Tier: 5
Level: 1 - 20
Cost: (3 - 37)Mana
Cast: 0.40 secCast Time: 0.40 sec
CriticalHit Chance: 7.00%
Proj Speed: 30 m/sProjectile Speed: 30 metres per Second
Projectile
Hover duration is 1.3 seconds
Can accumulate up to (6 - 10) Embers Modifiers to number of Proj instead apply to number of Embers accumulatedCan accumulate up to (6 - 10) Embers Modifiers to number of Projectiles instead apply to number of Embers accumulated
Explosion
5 % more Dmg for each previous Ember fired in sequence5 % more Damage for each previous Ember fired in sequence
Explosion radius is 0.9 mExplosion radius is 0.9 metres
q20:+2 % more Dmg for each previous Ember fired in sequence+2 % more Damage for each previous Ember fired in sequence
Beam
ChainsChain
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.4 timesChains4 times
Deals (1 - 16) to (10 - 309)Light.DmgLightning
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.Deals (1 - 16) to (10 - 309)Lightning Damage
q20:ember fusillade damage +% final per ember fired [0,2]
Alkem Eira Lv. 1+
Base stats
Base
Blazon Crest ShieldShield
Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlock . Shields also grant a Skill that lets you BlockBlock incoming Hits more actively, either raising your Shield to absorb the HitHit or Parrying the HitHit depending on the type of Shield. BucklersBuckler are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .Blazon Crest Shield
Blocking completely prevents the damage of an incoming Hit . You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill. chance(15-20) % increased Block chance
(30-50) % inc. 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. and ESEnergy Shield
Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.(30-50) % increased Armour and Energy Shield
+(50-70) to maxMana+(50-70) to maximumMana
Dmg Blocked is RecoupedRecouped
When you take damage from a Hit , Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds. as ManaDamage Blocked is Recouped as Mana
Raise Shield
Attack
Attack
AoE
Melee
Physical
Channelling
Req: Level 90+
Raise your Shield to BlockBlock
Blocking completely prevents the damage of an incoming HitHit . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or FrozenFrozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy StunHeavy_Stun
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy StunStun them again for a short time afterwards. Physical damagePhysical, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other. you. You cannot Evade while your Shield is raised, but EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy . instead grants an equal chance to avoid this Heavy Stun buildup.Raise your Shield to Blockall incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.55 sec
CriticalHit Chance: 5.00%
Atk Dmg: 80% of baseAttack Damage: 80% of base
Shield Bash causes 600 % moreHeavy Stun buildup
Shield Bash always Light StunsLight_Stun
Any HitHit has a chance to Light StunStun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%. Physical damagePhysical, and player (but not monster) MeleeMelee Damage, each have 50% more Light StunStun chance. For players, these bonuses are multiplicative with each other.Shield Bash DazesDaze
Some skills and effects have a chance to apply Daze to enemies on HitHit . Daze lasts for 8 seconds, and a Dazed enemy will take 50% more StunStun Buildup . There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits. if holding a Tower ShieldShield Bash always Light StunsShield Bash Dazes if holding a Tower Shield
Shield Bash can't be Evaded
Shield Bash deals 3 to 4Phys.DmgPhysical
10% increased Physical Damage per 5ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to Phys.DmgPhysical . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. on ShieldShield Bash deals 3 to 4Physical Damage per 5ArmourArmour
Armour reduces Damage taken from Hits . By default, Armour only applies to Physical DamagePhysical . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits. on Shield
Effect: Gain 1 Druidic Prowess for every 20 total Rage spent
Bonded: Enemies in your Presence are Hindered
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
1
30-45
8.00%
1.25
46.9
—
R.forged
38
108-175
8%
1.25
177
×240×1
Adds (16-20) to (23-27)Physical DmgAdds (16-20) to (23-27)Physical Damage
+(8-15) to IntIntelligence
Intelligence is an Attribute required to use most equipment that grants Energy Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.+(8-15) to Intelligence
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. are HinderedHindered
Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.Enemies in your Presence are Hindered
Gain 1Druidic ProwessDruidic Prowess
Druidic Prowess is a stacking Buff which grants 10% increased Skill Speed and causes Hits with Spell Damage to grant 3 Rage per stack for 10 seconds. Each stack has an independent duration. Maximum 3 stacks. for every 20 total Rage spentGain 1Druidic Prowess for every 20 total Rage spent
Effect: +5% to Critical Hit Chance Maim on Critical Hit
Bonded: 25% increased Attack Damage against Maimed Enemies
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
1
32-45
20.00%
0.99
38.1
—
R.forged
38
165-224
20%
0.99
193
×210×1
R.mastered
55
236-320
25%
0.99
275
×805×1
Adds (16-20) to (23-27)Physical DmgAdds (16-20) to (23-27)Physical Damage
+15 % 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+15 % to Critical Hit Chance
10 % 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. Speed10 % reduced Attack Speed
+10 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 to Strength
MaimMaim
Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating . Maim lasts for 4 seconds unless otherwise specified. on Critical HitMaim on Critical Hit
Dunkelhalt Lv. 1+
Base stats
Base
Leather BucklerBuckler
Bucklers are a special type of ShieldShield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlock .Leather Buckler
(20-30) % inc. Block chance(20-30) % increased Block chance
+(20-30) to EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy . Rating+(20-30) to Evasion Rating
You take 50 % of damage from BlockedHitsHits
Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.You take 50 % of damage from BlockedHits
50 % inc. Parried DebuffParried Debuff
Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.MagnitudeMagnitude
The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful. Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.50 % increased Parried DebuffMagnitude
Parry
Attack
Attack
Melee
Physical
Duration
Channelling
Req: Level 90+
Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.75 sec
CriticalHit Chance: 5.00%
Atk Dmg: 65% of baseAttack Damage: 65% of base
Can't be Evaded
400 % moreStunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light StunsLight_Stun last a fraction of a second but can be inflicted frequently. Any HitHit has a chance to cause a Light StunLight_Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy_Stun occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy_Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy_Stun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a BucklerBuckler , or riding a mount). Player Physical damagePhysical and MeleeMelee Damage each have 50% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup. These bonuses are multiplicative with each other. Monster Physical damagePhysical and MeleeMelee Damage have 100% more and 33% more Light StunLight_Stun chance and Heavy StunHeavy_Stun buildup respectively. These bonuses are multiplicative with each other. buildup400 % moreStun buildup
Can Block Dmg from enemies within 1 metreCan Block Damage from enemies within 1 metre
Can BlockProj Dmg from enemies within 1.5 mCan BlockProjectile Damage from enemies within 1.5 metres
Parried DebuffParriedDebuff
Enemies you Parry with a BucklerBuckler take more Attack Damage and cannot Evade Attacks for a duration. makes targets take 50 % more Atk DmgParried Debuff makes targets take 50 % more Attack Damage
Parried Debuff duration is 2 seconds
3 to 4 Added Phys.Dmg per 5EvasionEvasion
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy . Rating on Buckler3 to 4 Added Physical Damage per 5Evasion Rating on Buckler
Effect: Gain 5 Rage when Hit by an Enemy Gain 10 Rage when Critically Hit by an Enemy
Bonded: +3 to Maximum Rage
Version
Lvl
EV
Mov.Spd
RW
Recipe
Base
1
15
-
-
—
R.mastered
38
82
-0.03
165
×230×1
50 % reduced Evasion Rating
+(40-60) to maxLife+(40-60) to maximumLife
(3-5)Life Regeneration per second
Gain 5RageRage
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. when Hit by an EnemyGain 5Rage when Hit by an Enemy
Gain 10Rage when Critically Hit by an Enemy
Midnight Braid Lv. 1+
Base stats
Base
Rawhide Belt
Ezomyte
Has (1-3)CharmCharms
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. SlotsHas (1-3)Charm Slots
(20-30) % inc. Life Recovery from FlasksFlask
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.(20-30) % increased Life Recovery from Flasks
+(30-50) to maxMana+(30-50) to maximumMana
+(5-10) % 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.+(5-10) % to allElementalResistances
50 % of Dmg taken Recouped as Mana50 % of Damage taken Recouped as Mana
Bonded: 10% reduced Damage taken from Projectile Hits
Version
Lvl
AR
RW
Recipe
Version details
Base
1
79
-
—
R.mastered
38
150
27
×360×1
Runemastered details
10 % increased Movement Speed
+(50-70) to Armour
+(50-70) to 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%.+(50-70) to Stun Threshold
+10 % to Block chance
-10Physical damage taken from ProjAttacks-10Physical damage taken from ProjectileAttacks
Effect: 250% of Melee Physical Damage taken reflected to Attacker
Bonded: Regenerate 3% of maximum Life per second while Surrounded
Version
Lvl
AR
Mov.Spd
RW
Recipe
Base
1
45
-
-
—
R.mastered
38
244
-0.05
110
×230×1
+(60-100) to maxLife+(60-100) to maximumLife
+(60-100) to Stun Threshold
Cannot Evade Enemy Attacks
250 % of 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.Phys.Dmg taken reflected to Attacker250 % of MeleePhysical Damage taken reflected to Attacker
Regenerate 5 % of maxLife per second while 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.Regenerate 5 % of maximumLife per second while Surrounded
Effect: Every Rage also grants 1% increased Armour Gain 1 Rage on Melee Hit
Bonded: +3 to Maximum Rage
Version
Lvl
AR
RW
Recipe
Base
1
49
-
—
R.mastered
38
364
36
×160×1
+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 Str+(20-30) to Strength
Every Rage also grants 1 % inc. ArmourEvery Rage also grants 1 % increased Armour
Effect: Gain 1 Rage on Melee Hit Every Rage also grants 1% increased Stun Threshold
Bonded: Every five Rage also grants you 1% increased Movement Speed
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 ThresholdEvery Rage also grants 1 % increased Stun Threshold
Effect: Double Stun Threshold while Shield is Raised
Bonded: 15% increased Stun Threshold
Version
Lvl
Block %
AR
Mov.Spd
RW
Recipe
Base
1
26%
30
-
-
—
R.mastered
38
26%
164
-0.03
23
×220×1
Grants Skill: Raise Shield
(60-80) % inc. Armour(60-80) % increased Armour
+(10-15) to Str+(10-15) to Strength
(3-5)Life Regeneration per second
20 % reduced Stun Threshold
Double Stun Threshold while Shield is Raised
Raise Shield
Attack
Attack
AoE
Melee
Physical
Channelling
Req: Level 90+
Raise your Shield to Blockall incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.55 sec
CriticalHit Chance: 5.00%
Atk Dmg: 80% of baseAttack Damage: 80% of base
Shield Bash causes 600 % moreHeavy Stun buildup
Shield Bash always Light StunsShield Bash Dazes if holding a Tower Shield
Shield Bash can't be Evaded
Shield Bash deals 3 to 4Phys.Dmg per 5Armour on ShieldShield Bash deals 3 to 4Physical Damage per 5Armour on Shield
Has 8 to 12Physical damage, +3 to +4 per Boss's Face BrokenBoss's Face Broken
Each "Boss Encounter" icon on the World Screen is a face which can be broken by beating the encounter. "Rare Monster Encounter" icons do not provide any bonus when broken.Has 8 to 12Physical damage, +3 to +4 per Boss's Face Broken
(30-50) % inc. StunStun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned , but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield , Parrying with a Buckler , or riding a mount). Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other. Buildup(30-50) % increased Stun Buildup
1%moreUnarmed DmgUnarmed Damage
Unarmed Damage refers to the Hit Damage of Unarmed Attacks . As such, Unarmed Damage is always Attack HitDamage . Players' base Unarmed Damage is Physical , and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength . Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it. per 5Str1%moreUnarmed Damage per 5Strength
+0.3 m to MeleeStrikeStrike
A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. Range while Unarmed+0.3 metres to MeleeStrike Range while Unarmed
+1 to Armour per Str+1 to Armour per Strength
Can Attack as though using a One Handed MaceMace
Maces are Melee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage. while both of your hand slots are empty | Unarmed AttacksUnarmed Attacks
Unarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon . Attacks which can be performed while Unarmed but draw their base damage from other sources, such as skills which use a Shield to attack, are not considered Unarmed Attacks. that would use an EquippedEquipped
Weapon, Armour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.One Hand Mace 's damage use this Item's damageCan Attack as though using a One Handed Mace while both of your hand slots are empty | Unarmed Attacks that would use an EquippedOne Hand Mace 's damage use this Item's damage
local display facebreaker damage imitation weapon [1]
Effect: Base Critical Hit Chance for Attacks with Weapons is 7%
Bonded: 15% increased Critical Damage Bonus
Version
Lvl
EV
RW
Recipe
Base
1
29
-
—
R.mastered
38
63
20
×420×1
+(15-25) to Evasion Rating
Adds (3-5) to (8-10)Physical Dmg to AttacksAdds (3-5) to (8-10)Physical Damage to Attacks
(10-15) % inc. Critical Dmg BonusCritical Damage Bonus
Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).(10-15) % increased Critical Damage Bonus
Base Critical Hit Chance for Attacks with WeaponsWeapons
Martial Weapons can be used to Attack . Axes , Bows , Claws , Crossbows , Daggers , Flails , Maces , Quarterstaves , Spears , Swords , and Talismans are Martial Weapons. is 7 %Base Critical Hit Chance for Attacks with Weapons is 7 %
+(100-150) to maxES+(100-150) to maximumEnergy Shield
Lose 5Life when you use a Skill
(3-5) to (6-10)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(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
Adds (10-14) to (16-20)Physical 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 Attack Speed
+(10-20) to Str+(10-20) to Strength
Causes Double Stun Buildup
The Blood Thorn Lv. 1+
Base stats
Base
Wrapped QuarterstaffQuarterstaff
Quarterstaves are Two-Handed MeleeMelee weapons that require Dexterity and Intelligence to equip. Quarterstaff Attacks often focus on high mobility in combat.Wrapped Quarterstaff
Effect: Adds 4 to 8 Physical Damage Causes Bleeding on Hit
Bonded: 10% increased Magnitude of Bleeding you inflict
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Version details
Base
1
15-29
10.00%
1.40
30.8
—
R.forged
38
101-172
10%
1.4
191
×225×1
Runeforged details
50 % increased Magnitude of Bleeding you inflict
Adds (8-12) to (16-18)Physical DmgAdds (8-12) to (16-18)Physical Damage
+(10-15) to Str+(10-15) to Strength
Causes 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 HitCauses Bleeding on Hit
Bonded: Leeches 1% of maximum Life when you Cast a Spell
Grants Skill: Mana Drain
+(10-20) to maxMana+(10-20) to maximumMana
+(1-3) to Level of allSpell Skills
(5-10) % inc. Cast Speed(5-10) % increased Cast Speed
LeechesLeeches
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.1 % of maxLife when you Cast a SpellLeeches1 % of maximumLife when you Cast a Spell
Mana Drain
Spell
Spell
Req: Level 90+
Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.
(80-120) % inc. Physical Dmg(80-120) % increased Physical Damage
+(10-15) to Str+(10-15) to Strength
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.(10-20)Life per enemy killedGain(10-20)Life per enemy killed
SlamSlam
Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage. Skills you use yourself cause an additional AftershockAftershock
Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only Attack damage can cause Aftershocks.Slam Skills you use yourself cause an additional Aftershock
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
Has 4 Augment Sockets (Hidden)
Tyranny's Grip Lv. 5+
Base stats
Base
Ironhead SpearSpear
Spears are One-Handed MeleeMelee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded. Spear combat is often a mix of both ranged and MeleeMelee , as many spear skills enable you to throw your spear.Ironhead Spear
(150-200) % inc. Physical Dmg(150-200) % increased Physical Damage
(10-15) % reduced Attack Speed
+(15-30) to Str+(15-30) to Strength
Strikes deal Splash DmgSplash Damage
Strike Skills can be made to deal Splash damage when hitting an enemy, causing an additional Hit to other enemies around the one hit by the Strike . The base radius of Splash damage is 1.5 metres.Strikes deal Splash Damage
Knocks BackKnocks Back
Knockback pushes Enemies away when Hit . Enemies on HitKnocks Back Enemies on Hit
Cannot use ProjAttacksCannot use ProjectileAttacks
Spear Throw
Attack
Attack
AoE
Projectile
Repeatable
Req: Level 90+
Hurl your Spear with force. Consumes a Frenzy ChargeCharges
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. if you have one to cause the Spear to explode at the end of its flight.Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
Level: 2 - 20
Atk Speed: 70% of baseAttack Speed: 70% of base
Atk Dmg: (125 - 390)% of baseAttack Damage: (125 - 390)% of base
Proj Speed: 37 m/sProjectile Speed: 37 metres per Second
Explosion
Attack Damage
(232 - 724)%
Explosion radius is 2 mExplosion radius is 2 metres
Effect: Every 5 Rage also grants 5% of Damage taken Recouped as Life
Bonded: Attacks have 20% chance to cause Bleeding
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
5
21-34
11.00%
1.34
36.9
—
R.forged
38
87-147
11%
1.34
157
×210×1
R.mastered
55
116-195
11%
1.34
208
×1960×9×1
Grants Skill: Level 2 Sanguine Revelry
(60-90) % inc. Physical Dmg(60-90) % increased Physical Damage
(6-10) % inc. Attack Speed(6-10) % increased Attack Speed
+(7-14) to Str+(7-14) to Strength
(20-30) % chance to cause Bleeding on Hit
Every 5Rage also grants 5 % of Dmg taken Recouped as LifeEvery 5Rage also grants 5 % of Damage taken Recouped as Life
Sanguine Revelry
Buff · Level 2
Buff
Persistent
Remnant
Req: Level 90+
Conjure hateful energy to fuel your 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 HitHit every 0.5 seconds can cause you to gain Rage. and Life. While active, BleedingBleeding
Bleeding is an Ailment that deals Physical damagePhysical over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical damagePhysical 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 damagePhysical per second equal to 15% of the Pre-mitigation Physical damagePhysical of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. enemies you kill have a chance to spawn a Hateful Remnant , and Hitting a Bleeding target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants you Rage and recovers Life based on your current Rage.Conjure hateful energy to fuel your Rage and Life. While active, Bleeding enemies you kill have a chance to spawn a Hateful Remnant , and Hitting a Bleeding target spawns a Hateful Remnant every few seconds. Picking up a Hateful Remnant grants you Rage and recovers Life based on your current Rage.
Level: 2 - 20
Remnants last for 8 seconds
Spawn a Remnant on Hitting a BleedingBleeding
Bleeding is an Ailment that deals Physical damagePhysical over time, and lasts 5 seconds by default. Damage from Bleeding bypasses ESEnergy_Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated . Physical damagePhysical 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 damagePhysical per second equal to 15% of the Pre-mitigation Physical damagePhysical of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to HitHit damage (such as Armour BreakArmour_Break ) do not affect Bleeding damage. enemy, no more than once every 2 secondsSpawn a Remnant on Hitting a Bleeding enemy, no more than once every 2 seconds
Spawn a Remnant on killing a Bleeding enemySpawn a Remnant on killing a Bleeding enemy
Each Remnant grants (5 - 9)Rage
Each Remnant causes you to recover (1 - 1.5) % of maxLife per 5 Current RageEach Remnant causes you to recover (1 - 1.5) % of maximumLife per 5 Current Rage
(30-50) % inc. Armour and Evasion(30-50) % increased Armour and Evasion
+(30-50) to Stun Threshold
+(30-50) to Ailment ThresholdElemental Ailment Threshold
A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.+(30-50) to Ailment Threshold
Iron ReflexesIron Reflexes
Converts all Evasion Rating to Armour .Iron Reflexes
Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt. Enemies on Block for 8 secondsIntimidate Enemies on Block for 8 seconds
Raise Shield
Attack
Attack
AoE
Melee
Physical
Channelling
Req: Level 90+
Raise your Shield to Blockall incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.55 sec
CriticalHit Chance: 5.00%
Atk Dmg: 80% of baseAttack Damage: 80% of base
Shield Bash causes 600 % moreHeavy Stun buildup
Shield Bash always Light StunsShield Bash Dazes if holding a Tower Shield
Shield Bash can't be Evaded
Shield Bash deals 3 to 4Phys.Dmg per 5Armour on ShieldShield Bash deals 3 to 4Physical Damage per 5Armour on Shield
(20-30) % inc. Block chance(20-30) % increased Block chance
(80-120) % inc. Armour and ES(80-120) % increased Armour and Energy Shield
+(17-23) % to Chaos Res+(17-23) % to Chaos Resistance
50 % inc. Life Regeneration rate50 % increased Life Regeneration rate
Raise Shield
Attack
Attack
AoE
Melee
Physical
Channelling
Req: Level 90+
Raise your Shield to Blockall incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.55 sec
CriticalHit Chance: 5.00%
Atk Dmg: 80% of baseAttack Damage: 80% of base
Shield Bash causes 600 % moreHeavy Stun buildup
Shield Bash always Light StunsShield Bash Dazes if holding a Tower Shield
Shield Bash can't be Evaded
Shield Bash deals 3 to 4Phys.Dmg per 5Armour on ShieldShield Bash deals 3 to 4Physical Damage per 5Armour on Shield
The Fall of the Axe Lv. 10+
Base stats
Base
Silver Charm
Lasts {0} Seconds
3
Consumes {0} of {1} Charges on use
20
Currently has {0} Charges
0
Ezomyte
Version
Lvl
Lasts {0} Seconds
Consumes {0} of {1} Charges on use
Currently has {0} Charges
Recipe
Base
10
3
20
0
—
Used when you are affected by a SlowSlowing
Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.Used when you are affected by a Slow
Grants OnslaughtOnslaught
Onslaught grants 20% increased Skill Speed and 10% increased movement speed. Unless specified, Onslaught lasts 4 seconds. during effectGrants Onslaught during effect
Effect: Adds 23 to 34 Fire damage to Attacks 100% increased Flammability Magnitude
Bonded: +2% to Maximum Fire Resistance
Version
Lvl
F.dmg
Crit. %
APS
DPS
Recipe
Version details
Base
11
32-44
12.00%
1.40
53.2
—
R.forged
38
112-178
12%
1.4
203
×200×1
R.mastered
55
150-240
12%
1.4
273
×3500×1
Runemastered details
Ignites you inflict deal Damage (30 — 40) % faster
No Physical DmgNo Physical Damage
Adds (25-32) to (40-50)Fire DmgAdds (25-32) to (40-50)Fire Damage
+(30-50) to Accu Rating+(30-50) to Accuracy Rating
+20 % to Fire Res+20 % to Fire Resistance
100 % inc. 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.Magnitude100 % increased FlammabilityMagnitude
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.30 % increased Light Radius
Effect: +30 to Accuracy Rating +10 to maximum Life +10 to maximum Mana 10% increased Rarity of Items found 10% increased Critical Hit Chance +5 to all Attributes +5% to all Elemental Resistances 3 Life Regeneration per second
Bonded: +20 to Armour, +20 to Evasion Rating, +20 to maximum Energy Shield
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 Accu 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
Effect: 50% chance to inflict Bleeding on Hit 50% reduced Slowing Potency of Debuffs on You
Bonded: 35% increased Thorns damage
Version
Lvl
AR
Mov.Spd
RW
Recipe
Base
11
298
-
-
—
R.mastered
38
673
-0.05
55
×230×1
(120-160) % inc. Armour(120-160) % increased Armour
50 % chance to inflict Bleeding on Hit
50 % reduced Slowing Potency of DebuffsDebuffs
Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies. on You50 % reduced Slowing Potency of Debuffs on You
Effect: Cannot be Ignited -10 Physical Damage taken from Attack Hits
Bonded: +35% to Fire Resistance
Version
Lvl
EV
Mov.Spd
RW
Recipe
Base
11
96
-
-
—
R.mastered
38
219
-0.03
55
×240×1
+(40-60) to maxLife+(40-60) to maximumLife
+(10-20) to Str+(10-20) to Strength
+(30-40) % to Fire Res+(30-40) % to Fire Resistance
Cannot be IgnitedIgnite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit . Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit , but not any modifiers on the target that affect how much damage they will take from the Hit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration ) do not affect Ignite damage.Cannot be Ignited
-10Physical Dmg taken from Attack Hits-10Physical Damage taken from Attack Hits
Bonded: 100% increased Block chance against Projectiles
Version
Lvl
Block %
EV
RW
Recipe
Base
11
20%
79
-
—
R.mastered
38
20%
155
23
×240×1
Grants Skill: Parry
(50-150) % inc. Evasion Rating(50-150) % increased Evasion Rating
+(10-20) to Dex+(10-20) to Dexterity
5Life Regeneration per second
100 % inc. Block chance against Proj100 % increased Block chance against Projectiles
CurseCurses
Fallback hint: no keyword description was found for this term. Enemies with EnfeebleEnfeeble
Enfeeble is a Curse that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%. on BlockCurse Enemies with Enfeeble on Block
Parry
Attack
Attack
Melee
Physical
Duration
Channelling
Req: Level 90+
Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.75 sec
CriticalHit Chance: 5.00%
Atk Dmg: 65% of baseAttack Damage: 65% of base
Can't be Evaded
400 % moreStun buildup
Can Block Dmg from enemies within 1 metreCan Block Damage from enemies within 1 metre
Can BlockProj Dmg from enemies within 1.5 mCan BlockProjectile Damage from enemies within 1.5 metres
Parried Debuff makes targets take 50 % more Atk DmgParried Debuff makes targets take 50 % more Attack Damage
Parried Debuff duration is 2 seconds
3 to 4 Added Phys.Dmg per 5Evasion Rating on Buckler3 to 4 Added Physical Damage per 5Evasion Rating on Buckler
Ironbound Lv. 11+
Base stats
Base
Warden BowBow
Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot. Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.Warden Bow
Effect: Hits with this weapon have 1 to 3 Added Physical Damage per 1% Block Chance
Bonded: 3% increased Block chance per 100 total Item Armour on Equipped Armour Items
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
11
12-20
5.00%
1.27
20.3
—
R.forged
40
38-63
5%
1.26
63.6
×245×1
(25-35) % chance to ChainChain
Fallback hint: no keyword description was found for this term. an additional time(25-35) % chance to Chain an additional time
+(100-150) to Armour
(5-10) % inc. Attack Speed(5-10) % increased Attack Speed
+12 % to Block chanceBlock chance
Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield ) does not affect your Chance to Block .+12 % to Block chance
(3-5) % inc. Block chance per 100 total ItemArmourItem Armour
Stats that refer to an item's Armour use the exact value listed on the item. This means that Quality and local modifiers on the item are taken into account, but stats from other sources that change the amount of Armour actually granted to your character are not considered. on Equipped ArmourItemsEquipped Armour Items
Equippable Armours are pieces of equipment that you can wear to provide various defences. Equippable Armours include Helmets, Body Armours, Gloves, Boots, Shields and Foci .(3-5) % increased Block chance per 100 total ItemArmour on Equipped ArmourItems
Hits with this weapon have (1-2) to (4-5) Added Physical Dmg per 1%Block%Hits with this weapon have (1-2) to (4-5) Added Physical Damage per 1%Block Chance
Arrows ReturnReturn
Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target. if they have PiercedPierced
Projectiles that Pierce can pass through a target while still damaging them. a target which had Fully Broken 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.Arrows Return if they have Pierced a target which had Fully Broken Armour
Effect: 40% increased Fire Damage Flammability Magnitude is doubled
Bonded: 20% increased Ignite Duration on Enemies
Version
Lvl
ES
RW
Recipe
Base
12
27
-
—
R.mastered
39
42
18
×140×1
(50-80) % inc. ES(50-80) % increased Energy Shield
(20-40) % inc. Fire Dmg(20-40) % increased Fire Damage
(10-20) % reduced 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(10-20) % reduced Cold Damage
+(20-40) % to Fire Res+(20-40) % to Fire Resistance
(-20--10) % to Cold Res(-20--10) % to Cold Resistance
Effect: Increases and Reductions to Minion Attack Speed also affect you
Bonded: +1 to Level of all Minion Skills
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
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 to (110-115)Lightning Damage
(10-15) % inc. Attack Speed(10-15) % increased Attack Speed
All damage with this Weapon causes ElectrocutionElectrocution
Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution. buildupAll damage with this Weapon causes Electrocution buildup
+(20-30) % to Cold Res+(20-30) % to Cold Resistance
Gain Deflection RatingDeflection Rating
Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy . equal to (20-30) % of ERGain Deflection Rating equal to (20-30) % of Evasion Rating
Goregirdle Lv. 24+
Base stats
Base
Plate Belt
Ezomyte
Has (1-3)Charm Slots
+(140-180) to Armour
+(20-30) to Str+(20-30) to Strength
(10-20)Life Regeneration per second
Defend with 200% of Armour
Maximum Phys.Dmg Reduction is 50%Maximum Physical Damage Reduction is 50%
Effect: Aggravate Bleeding on targets you Critically Hit with Attacks
Bonded: 20% increased Critical Hit Chance
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.Bleeding on targets you Critically Hit with AttacksAggravateBleeding on targets you Critically Hit with Attacks
Effect: Deal 10% of Overkill damage to enemies within 2 metres of the enemy killed
Bonded: 15% increased Global Physical Damage
Version
Lvl
AR
RW
Recipe
Version details
Base
27
188
-
—
R.mastered
40
133
71
×5600×20×1
Runemastered details
5 % increased Movement Speed
15 % inc. Move.Spd15 % increased Movement Speed
(50-100) % inc. Armour(50-100) % increased Armour
50 % inc. Attribute req.50 % increased Attribute Requirements
Deal 30 % of OverkillOverkill
Overkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed. damage to enemies within 2 m of the enemy killedDeal 30 % of Overkill damage to enemies within 2 metres of the enemy killed
Beira's Anguish Lv. 32+
Base stats
Base
Dousing Charm
Lasts {0} Seconds
3
Consumes {0} of {1} Charges on use
30
Currently has {0} Charges
0
Ezomyte
Version
Lvl
Lasts {0} Seconds
Consumes {0} of {1} Charges on use
Currently has {0} Charges
Recipe
Base
32
3
30
0
—
Used when you become Ignited
(20-25) % Chance to gain a 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. when you kill an enemy(20-25) % Chance to gain a Charge when you kill an enemy
Creates Ignited GroundIgnited 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. for 4 seconds when used, Igniting enemies as though dealing Fire damage equal to 500 % of your maxLifeCreates Ignited Ground for 4 seconds when used, Igniting enemies as though dealing Fire damage equal to 500 % of your maximumLife
(80-100) % inc. Spell Dmg(80-100) % increased Spell Damage
(10-20) % inc. Cast Speed(10-20) % increased Cast Speed
Lose 10Life per enemy killed
(30-50) % inc. Mana Regeneration Rate(30-50) % increased Mana Regeneration Rate
+4 to Level of Random Curse Skills
Decompose
Spell
Spell
AoE
Fire
Chaos
Duration
Trigger
Req: Level 90+
Consume a 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 create a cloud of flammable Poisonous gas. Any BurningBurning
Enemies taking Fire damageFire over time are Burning. Usually this occurs because the enemy is Ignited . effects or Detonator skillsDetonator_Skills
Detonator Skills can cause flammable gas, OilOil , explosives, and similar effects to explode on contact. will explode the gas cloud, creating a fiery explosion.Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Level: 9 - 20
Cost: 0Mana
Cast: 0.80 secCast Time: 0.80 sec
Poison Cloud
Limit 6PoisonPoison
Poison is an Ailment that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses ESEnergy_Shield . PhysicalPhysical and Chaos damageChaos_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 damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage. CloudsLimit 6PoisonPoison
Poison is an Ailment that deals Chaos damageChaos_Damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy_Shield . PhysicalPhysical and Chaos damageChaos_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 damageChaos_Damage per second equal to 20% of the Pre-mitigation PhysicalPhysical and Chaos damageChaos_Damage of the HitHit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Poison damage. Clouds
Poisons enemies as though dealing Chaos damageChaos_Damage
Chaos damage is one of the five Dmg TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much ESEnergy_Shield as the damage value when taken. equal to 10 % of Corpse's maxLifePoisons enemies as though dealing Chaos damageChaos_Damage
Chaos damage is one of the five Damage TypesDamage_Types . It is reduced by Chaos ResistanceResistances . Chaos damage is the least common damage type, and removes twice as much Energy ShieldEnergy_Shield as the damage value when taken. equal to 10 % of Corpse's maximumLife
Gains+20 % more Radius per second, up to a max of +80 %Gains+20 % more Radius per second, up to a maximum of +80 %
Cloud radius is 1.6 mCloud radius is 1.6 metres
Cloud duration is 4 seconds
q20:+1 second to Cloud duration base secondary skill effect duration [0,1000]
Explosion
Critical Hit Chance
8.00%
Cloud radius is 1.6 mCloud radius is 1.6 metres
Cloud duration is 4 seconds
Deals (73 - 398) to (110 - 598)Fire.DmgDeals (73 - 398) to (110 - 598)Fire Damage
(100-150) % inc. Armour and Evasion(100-150) % increased Armour and Evasion
(5-10) % inc. Attack Speed(5-10) % increased Attack Speed
Gain(20-30)Life per enemy killed
Gain(20-30)Mana per enemy killed
Culling StrikeCulling Strike
Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.Culling Strike
Effect: Warcries Explode Corpses dealing 10% of their Life as Physical Damage
Bonded: Warcry Skills have 20% increased Area of Effect
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
(15-25) % inc. Move.Spd(15-25) % increased Movement Speed
(50-80) % inc. Evasion Rating(50-80) % increased Evasion Rating
+(10-20) to Dex+(10-20) to Dexterity
Physical Dmg is PinningPin
Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as Immobilised .Physical Damage is Pinning
Effect: 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%
Bonded: 20% increased Presence Area of Effect
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%
Bonded: 40% reduced Chill Duration on you, 40% reduced Freeze Duration on you
Version
Lvl
AR
EV
RW
Recipe
Version details
Base
33
210
187
-
—
R.mastered
40
497
155
21
×390×1
Runemastered details
10 % increased Movement Speed
(150-200) % inc. Armour and Evasion(150-200) % increased Armour and Evasion
(20-25)Life Regeneration per second
200 % inc. Stun RecoveryStun Recovery
Increasing your Stun Recovery causes you to recover more quickly from being Stunned .200 % increased Stun Recovery
(30-50) % reduced 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. Dur. on you(30-50) % reduced ChillDuration on you
(30-50) % reduced 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 . Dur. on you(30-50) % reduced FreezeDuration on you
(30-50) % reduced 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. duration on you(30-50) % reduced Shock duration on you
Effect: 100% increased Global Evasion Rating when on Low Life 5% of Damage from Hits is taken from your Damageable Companion's Life before you
Bonded: 5% of Damage from Hits is taken from your Damageable Companion's Life before you
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
Effect: Gain 1% of damage as Fire damage per 2% Chance to Block
Bonded: +30% to Chaos Resistance
Version
Lvl
Block %
AR
Mov.Spd
RW
Recipe
Base
65
26%
414
-
-
—
R.mastered
65
26%
208
-0.03
88
×5000×1
Grants Skill: Raise Shield
(100-150) % inc. Armour(100-150) % increased Armour
+(30-40) % to Fire Res+(30-40) % to Fire Resistance
+(23-29) % to Chaos Res+(23-29) % to Chaos Resistance
+(150-200) to Stun Threshold
Gain1% of damage as Fire damage per 1 % Chance to Block
Raise Shield
Attack
Attack
AoE
Melee
Physical
Channelling
Req: Level 90+
Raise your Shield to Blockall incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block , but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Cost: 0Mana0Mana/sCost: 0Mana0Mana per second
Attack Time: 0.55 sec
CriticalHit Chance: 5.00%
Atk Dmg: 80% of baseAttack Damage: 80% of base
Shield Bash causes 600 % moreHeavy Stun buildup
Shield Bash always Light StunsShield Bash Dazes if holding a Tower Shield
Shield Bash can't be Evaded
Shield Bash deals 3 to 4Phys.Dmg per 5Armour on ShieldShield Bash deals 3 to 4Physical Damage per 5Armour on Shield
Runes are Augments of Kalguuran origin and make. can be Socketed in this itemOnly Runes can be Socketed in this item
200 % inc. effect of Socketed Runes200 % increased effect of Socketed Runes
Has 5 Augment Sockets (Hidden)
The Stars Answer
Spell · Level 15
Spell
Buff
AoE
Trigger
Physical
Cold
Duration
Req: Level 90+
Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.
Level: 15 - 20
Cost: 10000Mana
Cast: 2.00 secCast Time: 2.00 sec
The Stars Answer
Cannot be cast if you have less than 10000ManaCannot be cast if already active
Targeting radius is 8 mTargeting radius is 8 metres
Triggers Starfall every 0.3 seconds, targeting enemies if able
50 % inc. Starfall Trigger frequency per enemy in radius after the first, up to a max of 200 %50 % increased Starfall Trigger frequency per enemy in radius after the first, up to a maximum of 200 %
Starfall creates a large star every 15 times Triggered
Starfall cannotcannot target the same enemy with large stars more than once every 2 seconds
Small Star
Cost
0Mana
Cast Time
Instant
Critical Hit Chance
8.00%
Deals (114 - 240) to (170 - 361)Phys.DmgDeals (114 - 240) to (170 - 361)Physical Damage
Deals (114 - 240) to (170 - 361)Cold.DmgCold
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 .Deals (114 - 240) to (170 - 361)Cold DamageCold
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 .
Impact radius is 0.8 mImpact radius is 0.8 metres
q20:20 % inc. AoE20 % increased Area of Effect
Large Star
Critical Hit Chance
12.00%
Impact radius is 0.8 mImpact radius is 0.8 metres
Chilled GroundChilled_Ground
Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default. duration is 5 secondsChilled Ground duration is 5 seconds
Deals (170 - 361) to (256 - 541)Phys.DmgDeals (170 - 361) to (256 - 541)Physical Damage
Deals (170 - 361) to (256 - 541)Cold.DmgDeals (170 - 361) to (256 - 541)Cold Damage
(15-30) % inc. Cast Speed(15-30) % increased Cast Speed
-10 % to allElementalResistances per Power Charge
(-1-1) to Maximum Power Charges
power siphon unique elemental art variation [1]
visual use power charges elemental epk [1]
Power Siphon
Spell
Spell
Physical
Req: Level 90+
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit , granting a Power Charge . Can only target Enemies in Culling range.
Level: 15 - 20
Cost: 0Mana
Cast: 0.70 secCast Time: 0.70 sec
CriticalHit Chance: 15.00%
Deals (56 - 109) to (104 - 202)Phys.DmgDeals (56 - 109) to (104 - 202)Physical Damage
(0 - 76) % chance to grant an additional Power Charge on Cull
q20:10 % chance to grant an additional Power Charge on Cull
Pinnacle of Power
Spell · Level 15
Spell
Buff
Lightning
Cold
Fire
Duration
Conditional
Req: Level 90+
Consumeall Power Charges to master the elements, gaining Elemental DamageElementalDamage
The three Elemental damage types are FireFire , ColdCold , and LightningLightning . and the ability to apply Elemental AilmentsElemental_Ailments
Elemental Ailments are IgniteIgnite , ChillChill , FreezeFreeze , ShockShock , and ElectrocuteElectrocute . with other damage types. Can only be used while you have maximum Power Charges .Consumeall Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges .
Level: 20
Cost: (93 - 0)Mana
Cooldown: 4.00 sCooldown Time: 4.00 s
Cast: InstantCast Time: Instant
Buff duration is 5 seconds per Power Charge Consumed
15 % moreEle.Dmg per Power Charge Consumed Buff causes allEle.Dmg to Contribute to Flammability and IgniteIgnite
Ignite is an Ailment that deals Fire damageFire over time, and lasts for 4 seconds by default. The chance for a HitHit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that HitHit . Fire damageFire from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damageFire inflict stronger Ignites. The base Magnitude of Ignite is Fire damageFire per second equal to 20% of the Fire damageFire dealt by the HitHit that inflicted it. This is calculated using the final damage dealt by the HitHit , but not any modifiers on the target that affect how much damage they will take from the HitHit . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuff that affect the enemy's ability to mitigate damage (such as ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to HitHit damage (such as Penetration ) do not affect Ignite damage. Magnitudes , 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 damageLightning from Hits Contributes to chance to Shock enemies. The higher the Lightning damageLightning dealt, the higher the chance. By default a HitHit has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilmentThreshold dealt. chance, and FreezeFreeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damageCold from Hits Contributes to Freeze Buildup on enemies until they become FrozenFrozen . buildup15 % moreElemental Damage per Power Charge Consumed Buff causes allElemental Damage to Contribute to Flammability and Ignite Magnitudes , Shock chance, and Freeze buildup
q20:+2 % moreEle.Dmg per Power Charge Consumed+2 % moreElemental Damage per Power Charge Consumed