Withered applies 5% increased Chaos damageChaos_Damage Taken, and can be inflicted up to 10 times. WandWithered Wand
Grants Skill: Chaos Bolt
(60-100) % 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(60-100) % increased Spell Damage
+(60-100) to maxMana+(60-100) to maximumMana
+(7-13) % to Chaos ResFire 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.+(7-13) % to Chaos Resistance
Spells have a 25 % chance to inflict WitheredWithered
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times. for 4 seconds on HitHits
Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.Spells have a 25 % chance to inflict Withered for 4 seconds on Hit
Chaos Bolt
Spell
Spell
Projectile
Chaos
Repeatable
Req: Level 90+
FireFire
Fire damage is one of the five Damage TypesDamage_Types . It is reduced by Fire ResistanceResistances . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite . a burst of Chaos energy at the target.Fire a burst of Chaos energy at the target.
Level: 1 - 20
Cost: 0Mana
Cast: 0.75 secCast Time: 0.75 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: 7.00%CriticalHit Chance: 7.00%
ProjProjectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified. Speed: 38 m/sProjectile Speed: 38 metres per Second
Deals (5 - 200) to (9 - 371)Chaos.DmgChaos_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.Deals (5 - 200) to (9 - 371)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.
Inflicts Withered on Hit
Withered lasts 4 seconds
q20:40 % inc. Proj Speed40 % increased Projectile Speed
Lifesprig Lv. 2+
Base stats
Base
Attuned Wand
Ezomyte
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.
Level: 1 - 20
Cost: 0Mana
Cast: 0.85 secCast Time: 0.85 sec
Leeches Mana70 % slower
Leeches (30 - 408)Mana
q20:Leeches 90Mana
Sanguine Diviner Lv. 2+
Base stats
Base
Bone Wand
Grants Skill: Bone Blast
(80-100) % inc. Spell Dmg(80-100) % increased Spell Damage
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.(10-15)Life per enemy killedGain(10-15)Life per enemy killed
25 % chance to inflict 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 Hit25 % chance to inflict Bleeding on Hit
25 % of SpellMana Cost ConvertedConverted
Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A. For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect. to Life Cost25 % of SpellMana Cost Converted to Life Cost
Bone Blast
Spell
Spell
AoE
Physical
Duration
Repeatable
Req: Level 90+
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing 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. .Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding .
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. on Hit40 % chance to inflict Bleeding on Hit
Ritual radius is 1 metre
Ritual duration is 1 second
q20:Ritual radius is 0.4 mRitual radius is 0.4 metres
Enezun's Charge Lv. 16+
Base stats
Base
Volatile Wand
IntIntelligence
31
Grants Skill: Volatile Dead
(80-100) % inc. Spell Dmg(80-100) % increased Spell Damage
(30-50) % inc. Crit%Critical Hit
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%. for Spells(30-50) % increased Critical Hit Chance for Spells
Gain(10-15)Mana per enemy killed
25 % chance to not destroy 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. when Consuming Corpses25 % chance to not destroy Corpses when Consuming Corpses
Volatile Dead
Spell
Spell
AoE
Fire
Repeatable
Req: Level 90+
ConsumeConsume
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 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 volatile core that seeks out enemies and IgnitesIgnite
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. enemies near it. The core explodes at the end of its duration.Consume a Corpse to create a volatile core that seeks out enemies and Ignites enemies near it. The core explodes at the end of its duration.
Level: 5 - 20
Cost: 0Mana
Cast: 0.80 secCast Time: 0.80 sec
CriticalHit Chance: 7.00%
Volatile Dead
Consumes up to 1Corpse
Core duration is 5 seconds
q20:10 % chance to not destroy Consumed Corpse
Explosion
Volatile Dead Consumes up to 1 additional corpse
Explosion radius is 2.2 mExplosion radius is 2.2 metres
Deals (5 - 20) to (7 - 29)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 (5 - 20) to (7 - 29)Fire Damage
Core
Volatile Dead Consumes up to 1 additional corpse
Ignites enemies within 1.5 metre radius
Ignites as though dealing (4 - 146) to (6 - 218)Fire damageIgnites as though dealing (4 - 146) to (6 - 218)Fire damage
Cursecarver Lv. 33+
Base stats
Base
Acrid Wand
IntIntelligence
60
Ezomyte
Grants Skill: Decompose
(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 Corpse 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 damage equal to 10 % of Corpse's maxLifePoisons enemies as though dealing Chaos damage 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
Runeseeker's Call Lv. 65+
Base stats
Base
Runic Fork
IntIntelligence
114
Ezomyte
Version
Recipe
Runemastered Runic Fork
×50×1
Grants Skill: Level 15 The Stars Answer
Only RunesRunes
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
Adonia's Ego Lv. 65+
Base stats
Base
Siphoning Wand
IntIntelligence
23
Ezomyte
Grants Skill: Power Siphon
Grants Skill: Level 15 Pinnacle of Power
+(100-150) to maxMana+(100-150) to maximumMana
+3 to Level of allSpell Skills
(15-30) % inc. Cast Speed(15-30) % increased Cast Speed
-10 % to allElementalElement
The three Elemental damage types are Fire , Cold , and Lightning .Resistances per Power 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.-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 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. . Can only target Enemies in Culling range.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 Ignite 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
Liminal Coil Lv. 65+
Base stats
Base
Twisted Wand
IntIntelligence
114
Grants Skill: Coiling Bolts
(71-113) % inc. Spell Dmg(71-113) % increased Spell Damage
(7-13) % inc. Cast Speed(7-13) % increased Cast Speed
MagnitudesMagnitude
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. of CursesCurses
Fallback hint: no keyword description was found for this term. you inflict are zeroMagnitudes of Curses you inflict are zero
Curses you inflict ignore Curse limit
Spell Hits GainExtra
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.(23-31) % of Dmg as Extra ChaosChaos
Fallback hint: no keyword description was found for this term. Dmg per Curse on targetSpell Hits Gain(23-31) % of Damage as Extra Chaos Damage per Curse on target
Spell Hits Gain(23-31) % of Dmg as Extra Physical Dmg per Curse on targetSpell Hits Gain(23-31) % of Damage as Extra Physical Damage per Curse on target
Coiling Bolts
Spell
Spell
Projectile
Chaos
Repeatable
Req: Level 90+
Simultaneously fires a PhysicalProjectile and a ChaosProjectile at the target. These projectiles 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. through any number of Cursed targets.Simultaneously fires a PhysicalProjectile and a ChaosProjectile at the target. These projectiles Chain through any number of Cursed targets.
Level: 15 - 20
Cost: 0Mana
Cast: 1.00 secCast Time: 1.00 sec
CriticalHit Chance: 7.00%
Proj Speed: 38 m/sProjectile Speed: 38 metres per Second
Physical
Deals (144 - 279) to (216 - 418)Phys.DmgDeals (144 - 279) to (216 - 418)Physical Damage
Modifiers to number of Proj instead apply to the number of targets Proj Splits towardsModifiers to number of Projectiles instead apply to the number of targets Projectile Splits towards
Proj Split towards 2 targetsProjectiles Split towards 2 targets
Can ChainChain
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. from any number of Cursed targetsCan Chain from any number of Cursed targets
50 % inc. Chaining range50 % increased Chaining range
q20:Proj Split towards +2 targetsProjectiles Split towards +2 targets
Chaos
Modifiers to number of Proj instead apply to the number of targets Proj Splits towardsModifiers to number of Projectiles instead apply to the number of targets Projectile Splits towards
Proj Split towards 2 targetsProjectiles Split towards 2 targets
Can Chain from any number of Cursed targetsCan Chain from any number of Cursed targets
50 % inc. Chaining range50 % increased Chaining range
Deals (126 - 244) to (234 - 453)Chaos.DmgDeals (126 - 244) to (234 - 453)Chaos Damage