10% increased Physical Damage 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
Spiteful Floret Lv. 5+
Base stats
Base
Nettle Talisman
StrStrength
9
IntIntelligence
8
Phys. DmgPhysical Damage
21-34
Crit. %Critical Hit Chance
11.00%
APSAttacks per Second
1.34
Ezomyte
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. 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. Speed(6-10) % increased Attack Speed
+(7-14) 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.+(7-14) to Strength
(20-30) % chance to cause 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 HitHits
Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.(20-30) % chance to cause Bleeding on Hit
Every 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. also grants 5 % of Dmg taken 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 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
q20:Each Remnant grants 2Rage
Hysseg's Claw Lv. 16+
Base stats
Base
Familial Talisman
StrStrength
21
IntIntelligence
16
Phys. DmgPhysical Damage
39-67
Crit. %Critical Hit Chance
8.00%
APSAttacks per Second
1.25
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Version details
Base
16
39-67
8.00%
1.25
66.3
—
R.forged
38
106-178
8%
1.25
178
×225×1
R.mastered
55
143-239
8%
1.25
239
×1550×1
Runemastered details
Minions deal (51 — 100) % increased Damage
Grants Skill: Level 5 Cackling Companions
MinionsMinion
Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active. deal (30-50) % inc. DmgMinions deal (30-50) % increased Damage
(70-100) % inc. Physical Dmg(70-100) % increased Physical Damage
5 % inc. Move.Spd5 % increased Movement Speed
+(8-15) to Str+(8-15) to Strength
+(8-15) to Int+(8-15) to Intelligence
(5-8) % inc. Dmg per Minion(5-8) % increased Damage per Minion
Cackling Companions
Minion · Level 5
Minion
Companion
Persistent
Physical
Req: Level 90+
Activate to summon a cackle of Hyena Companions . The cackle is treated as a single Companion for effects that count or limit Companions , regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, Hindering nearby enemies, and have a chance to MaimMaim
Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced EvasionEvasion Rating . Maim lasts for 4 seconds unless otherwise specified. enemies they 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. .Activate to summon a cackle of Hyena Companions . The cackle is treated as a single Companion for effects that count or limit Companions , regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, Hindering nearby enemies, and have a chance to Maim enemies they Hit .
Level: 5 - 20
Summons (6 - 9) Hyenas
q20:Minions have 20 % more Maximum Life
The Flesh Poppet Lv. 40+
Base stats
Base
Vicious Talisman
StrStrength
47
IntIntelligence
34
Phys. DmgPhysical Damage
83-136
Crit. %Critical Hit Chance
8.00%
APSAttacks per Second
1.34
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
40
83-136
8.00%
1.34
147
—
R.forged
65
236-394
8%
1.34
422
×25×1
(90-120) % inc. Physical Dmg(90-120) % increased Physical Damage
(7-13) % inc. Attack Speed(7-13) % increased Attack Speed
+(7-13) 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.+(7-13) to allAttributes
(30-40) % reduced PresenceAoE(30-40) % reduced Presence Area of Effect
Copy a random ModifierModifier
Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity. from each enemy in your Presence when | you ShapeshiftShapeshift
Fallback hint: no keyword description was found for this term. to an Animal form | Modifiers gained this way are lost after 30 seconds or when you next ShapeshiftCopy a random Modifier from each enemy in your Presence when | you Shapeshift to an Animal form | Modifiers gained this way are lost after 30 seconds or when you next Shapeshift
Surge of the Tide Lv. 52+
Base stats
Base
Lumbering Talisman
StrStrength
60
IntIntelligence
43
Phys. DmgPhysical Damage
283-426
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
0.96
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
52
283-426
5.00%
0.96
340
—
(250-300) % inc. Physical Dmg(250-300) % increased Physical Damage
(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.(30-50) % increased Armour
(10-15) % reduced Attack Speed
+(20-30) to Str+(20-30) to Strength
Every second 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. Skill you use while Shapeshifted is Ancestrally BoostedAncestrally Boosted
An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted Attacks count as being Empowered . | Every second StrikeStrike
A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes. Skill you use while Shapeshifted is Ancestrally BoostedEvery second Slam Skill you use while Shapeshifted is Ancestrally Boosted | Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted
Fury of the King Lv. 72+
Base stats
Base
Ashbark Talisman
StrStrength
94
IntIntelligence
67
Phys. DmgPhysical Damage
50-105
Fire Damage
571-694
Crit. %Critical Hit Chance
8.00%
APSAttacks per Second
1.02
Version
Lvl
Ph.dmg
F.dmg
Crit. %
APS
DPS
Recipe
Base
72
50-105
571-694
8.00%
1.02
724
—
Grants Skill: Level 17 Molten Crash
(50-80) % inc. Flammability Magnitude(50-80) % increased Flammability Magnitude
Adds (503-589) to (647-713)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 . DmgAdds (503-589) to (647-713)Fire Damage
(15-20) % reduced Attack Speed
+(30-40) to Str+(30-40) to Strength
BearBear
Fallback hint: no keyword description was found for this term. Skills ConvertConverted
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.80 % of Physical Dmg to Fire DmgBear Skills Convert80 % of Physical Damage to Fire Damage
Skills which require GloryGlory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action. generate (2-5)Glory every 2 secondsSkills which require Glory generate (2-5)Glory every 2 seconds
Enemies in your Presence have ExposureExposure
Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances . By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances , this can cause the enemy's Resistance to become negative. Higher Rarity enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monstersEnemies in your Presence have Exposure
exposure art variation [1]
Molten Crash
Attack · Level 17
Attack
Shapeshift
Bear
AoE
Melee
Slam
Travel
Req: Level 90+
Shapeshift into a burning monstrosity and leap through the air to crash down upon the earth, Slamming twice and creating Molten FissuresMoltenFissure
Molten Fissures are long-lasting fissures created by some Slams that can themselves be Slammed to create AftershocksAftershock . Hitting a Molten Fissure with a Slam other than another Molten Fissure causes an AftershockAftershock to propagate along its length, dealing the Fissure's damage again to enemies standing on it. This AftershockAftershock will also spread to other intersecting Molten Fissures. Each Molten Fissure can AftershockAftershock no more than once every 0.2 seconds. . 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.Rage to create additional Molten Fissures .Shapeshift into a burning monstrosity and leap through the air to crash down upon the earth, Slamming twice and creating Molten Fissures . ConsumesRage to create additional Molten Fissures .
Level: 17 - 20
Cost: (14 - 97)Mana
Atk Dmg: (120 - 490)% of baseAttack Damage: (120 - 490)% of base
Molten Crash
+0.55 seconds to TotalTotal
The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers. Attack Time, plus up to +0.3 seconds based on distance travelled+0.55 seconds to Total Attack Time, plus up to +0.3 seconds based on distance travelled
Impact radius is 2 mImpact radius is 2 metres
Consumes10Rage on Landing to create 1 additional Fissure
q20:base skill effect duration [0,2000]
Fissures
Attack Damage
(70 - 185)%
Converts 100 % of Physical damage to Fire damageFire
Fire damage is one of the five Dmg TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .Converts 100 % of Physical damage to 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 .