10% increased Physical Damage 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
Hrimnor's Hymn Lv. 4+
Base stats
Base
Oak Greathammer
StrStrength
11
Phys. DmgPhysical Damage
30-56
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.00
Ezomyte
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
4
30-56
5.00%
1.00
43
—
R.forged
38
137-254
5%
1
196
×215×1
R.mastered
55
209-389
5%
1
299
×955×1
Causes (20-40) % 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. BuildupCauses (20-40) % increased Stun Buildup
(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
Trephina Lv. 11+
Base stats
Base
Forge Maul
StrStrength
23
Phys. DmgPhysical Damage
41-57
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.18
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
11
41-57
5.00%
1.18
57.8
—
R.forged
40
162-221
10%
1.18
226
×475×1
CrushesCrushes
Crushed lowers Physical Damage Reduction by 15%. This can result in Physical Damage Reduction being negative, causing more damage to be taken. Enemies on HitCrushes Enemies on Hit
Adds (12-15) to (22-25)Physical DmgAdds (12-15) to (22-25)Physical Damage
(10-15) % inc. Attack Speed(10-15) % increased Attack Speed
Always deals Critical Hits against Heavy StunnedHeavy Stunned
Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few 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). While an enemy is Heavy Stunned, they cannot act and count as Immobilised . It will also be harder to Heavy Stun them again for a short time afterwards. Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other. EnemiesAlways deals Critical Hits against Heavy Stunned Enemies
Brain Rattler Lv. 16+
Base stats
Base
Studded Greatclub
StrStrength
31
Phys. DmgPhysical Damage
32-48
Lightning Damage
1-112
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.21
Ezomyte
Version
Lvl
Ph.dmg
Li.dmg
Crit. %
APS
DPS
Recipe
Base
16
32-48
1-112
5.00%
1.21
117
—
R.forged
38
23.5-62.25
71.5-298.75
5%
1.21
276
×245×1
R.mastered
55
15.5-140.25
47.5-532.75
5%
1.21
445
×1835×1
Adds 1 to (110-115)LightningLightning
Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to Shock based on how much Lightning damage is dealt. DmgAdds 1 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
The Empty Roar Lv. 22+
Base stats
Base
Cultist Greathammer
StrStrength
41
Phys. DmgPhysical Damage
66-98
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.05
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Version details
Base
22
66-98
5.00%
1.05
86.1
—
R.forged
40
174-243
5%
1.05
219
×295×1
Runeforged details
(20 — 30) % increased Bleeding Duration
StrikesStrike
A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as 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
Adds (25-35) to (40-50)Physical DmgAdds (25-35) to (40-50)Physical Damage
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.10 % of Physical Dmg as LifeLeeches10 % of Physical Damage as Life
(10-20) % 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.(10-20) % chance to cause Bleeding on Hit
All Attacks count as Empowered AttacksEmpower
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.All Attacks count as Empowered Attacks
Cannot use WarcriesWarcries
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.Cannot use Warcries
Shyaba Lv. 28+
Base stats
Base
Temple Maul
StrStrength
37
Phys. DmgPhysical Damage
71-147
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.80
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
28
71-147
5.00%
1.80
196
—
R.forged
55
131-273
5%
1.95
394
×1600×1
+50DexDexterity
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. req.+50Dexterity Requirement
-15Str req.-15Strength Requirement
(80-120) % inc. Physical Dmg(80-120) % increased Physical Damage
50 % inc. Attack Speed50 % increased Attack Speed
(15-25) % 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.(15-25) % increased Light Radius
Always HitsAccuracy
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.Always Hits
Chober Chaber Lv. 33+
Base stats
Base
Leaden Greathammer
StrStrength
60
Phys. DmgPhysical Damage
122-185
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
1.10
Corrupted
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
33
122-185
5.00%
1.10
169
—
R.forged
55
196-286
5%
1.1
265
×485×1
+100IntIntelligence
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. req.+100Intelligence Requirement
Adds (58-65) to (102-110)Physical DmgAdds (58-65) to (102-110)Physical Damage
+(80-100) to maxMana+(80-100) to maximumMana
+50 to SpiritSpirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .+50 to Spirit
+1 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 to Level of allMinion Skills
Increases and Reductions to Minion Dmg also affect youIncreases and Reductions to Minion Damage also affect you
Quecholli Lv. 38+
Base stats
Base
Crumbling Maul
StrStrength
68
Phys. DmgPhysical Damage
140-169
Crit. %Critical Hit Chance
100.00%
APSAttacks per Second
1.10
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
38
140-169
100.00%
1.10
170
—
R.forged
55
236-288
8%
1.1
288
×435×1
Causes Enemies to Explode on Critical kill, for 10 % of their Life as Phys.DmgCauses Enemies to Explode on Critical kill, for 10 % of their Life as Physical Damage
(100-150) % inc. Phys.Dmg(100-150) % increased Physical Damage
+(10-15) to allAttributesAttributes
Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems. Each Attribute provides a different inherent bonus.+(10-15) to allAttributes
Gain30Life per enemy killed
Hits with this Weapon have no Critical Dmg BonusCritical Damage Bonus
Multiplies the damage dealt by Critical Hits . Default value is +100% (i.e. twice as much damage).Hits with this Weapon have no Critical Damage Bonus
This Weapon's Critical Hit Chance is 100 %
Tidebreaker Lv. 45+
Base stats
Base
Pointed Maul
StrStrength
80
Phys. DmgPhysical Damage
151-226
Crit. %Critical Hit Chance
6.50%
APSAttacks per Second
1.10
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Version details
Base
45
151-226
6.50%
1.10
207
—
R.forged
65
277-417
6.5%
1.1
382
×5000×1
Runeforged details
Strikes deal Splash Damage
(120-150) % inc. Physical Dmg(120-150) % increased Physical Damage
+(2-3) to Level of allMeleeMelee
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. Skills+(2-3) to Level of allMelee Skills
The damage types are Physical , Fire , Cold , Lightning and Chaos . from Hits with this Weapon ContributesContributes
By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damage of a Hit mattering when inflicting Ignite . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance). to 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.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.All Damage from Hits with this Weapon Contributes to ChillMagnitude
Marohi Erqi Lv. 60+
Base stats
Base
Totemic Greatclub
StrStrength
239
Phys. DmgPhysical Damage
542-739
Crit. %Critical Hit Chance
5.00%
APSAttacks per Second
0.72
Version
Lvl
Ph.dmg
Crit. %
APS
DPS
Recipe
Base
60
542-739
5.00%
0.72
461
—
Warcries Empower 1 additional Attacks
+150Str req.+150Strength Requirement
(600-700) % inc. Physical Dmg(600-700) % increased Physical Damage
(-300--200) to Accu Rating(-300--200) to Accuracy Rating
(300-350) % inc. Physical Dmg(300-350) % increased Physical Damage
10 % reduced Attack Speed
+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.+10 % to allElementalResistances
50 % inc. Mana Regeneration Rate50 % increased Mana Regeneration Rate
Every 10 seconds, gain a random non-damaging ShrineShrine
Shrines are Precursor Artifacts that empower monsters with its Presence with various effects. Defeat all the monsters Worshipping the Shrine and interact with it to temporarily gain the power for yourself. buff for 20 secondsEvery 10 seconds, gain a random non-damaging Shrine buff for 20 seconds
Twisted Empyrean Lv. 70+
Base stats
Base
Aberrant Sledge
StrStrength
163
Phys. DmgPhysical Damage
147-305
Cold Damage
190-399
Crit. %Critical Hit Chance
9.09%
APSAttacks per Second
1.20
Version
Lvl
Ph.dmg
C.dmg
Crit. %
APS
DPS
Recipe
Version details
Base
70
147-305
190-399
9.09%
1.20
625
—
R.mastered
70
299-624
190-399
9%
1
756
×40×1
R.mastered
70
147-305
190-399
9%
1.2
625
×40×1
Runemastered details
Skills which create Fissures have a 50 % chance to create an additional Fissure
(80-100) % inc. Physical Dmg(80-100) % increased Physical Damage
Adds (150-200) to (350-400)ColdCold
Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply Chill and build up Freeze , but cannot build up Heavy Stun . DmgAdds (150-200) to (350-400)Cold Damage
+(300-400) to maxMana+(300-400) to maximumMana
+(4-6) % to Critical Hit Chance
(10-20) % of Dmg is taken from Mana before Life(10-20) % of Damage is taken from Mana before Life
Attacks with this Weapon have Added Cold Dmg equal to (6-8) % to (10-12) % of maxManaAttacks with this Weapon have Added Cold Damage equal to (6-8) % to (10-12) % of maximumMana
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.100 % of 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 . Dmg with 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. Skills to Cold DmgConvert100 % of Fire Damage with Mace Skills to Cold Damage
mace fire skills are blue [1]
Starborn Onslaught
Attack · Level 16
Attack
AoE
Melee
Slam
Physical
Cold
Duration
Req: Level 90+
Build up 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. by Freezing or Chilling enemies. When you have maximumGlory you may jump backwards loosing your MaceMace
Maces are MeleeMelee weapons that can be One-Handed or Two-Handed . Maces require Strength to equip. Mace Attacks are often Slams or slow StrikesStrike that deal PhysicalPhysical or Fire damageFire. with the force of a falling comet onto your target. The impact releases Fissures and causes stars to fall in the area for a brief period.Build up Glory by Freezing or Chilling enemies. When you have maximumGlory you may jump backwards loosing your Mace with the force of a falling comet onto your target. The impact releases Fissures and causes stars to fall in the area for a brief period.
Level: 16 - 20
Cost: 0Mana
Atk Dmg: (63 - 166)% of baseAttack Damage: (63 - 166)% of base
Impact
Converts 70 % of Physical damage to Cold damageCold
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 .Converts 70 % of Physical damage to 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 .
Creates 3 fissures
+1.2 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+1.2 seconds to Total Attack Time
Requires 20Glory to use
Fissures branch 2 times
Impact radius is 2.5 mImpact radius is 2.5 metres
+8 seconds to Fissure duration
Calls down 20 Stars
Limit 8 Fissures
q20:Calls down 4 Stars
Star Fall
Attack Damage
(110 - 319)%
Converts 70 % of Physical damage to Cold damageConverts 70 % of Physical damage to Cold damage