Gain Ref /95
Damage Gained as extra X
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.
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.
(50–70)% increased Evasion Rating
+(60–100) to maximum Mana
+(20–30)% to Fire Resistance
+(20–30)% to Cold Resistance
+(30–50) to maximum Mana

(100–150)% increased Armour
+(30–40)% to Fire Resistance
+(23–29)% to Chaos Resistance
+(150–200) to Stun Threshold

+(20–30) to maximum Mana
+(5–10) to Intelligence
(10–30)% increased Mana Regeneration Rate


+(20–30) to Strength
25% increased Light Radius
Grants effect of Guided Meteoric Shrine
(10–15)% reduced Attack Speed

+(20–30) to Intelligence
25% increased Light Radius
Grants effect of Guided Freezing Shrine

+(20–30) to Dexterity
25% increased Light Radius
Grants effect of Guided Tempest Shrine

+(7–13) to all Attributes
23% reduced Light Radius
(-13–13)% reduced Skill Effect Duration
Grants effect of Dreaming Gloom Shrine
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. If the Eye passes over an Elemental ground surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
Supports Spell Skills which cause Damaging Hits. Using supported Spells will cause you to Sacrifice a portion of your Life on use, gaining extra Chaos Damage in exchange. Does not support Persistent Skills, Minion Skills, or Triggered Skills.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
Desert Rune
Stack Size: 1 / 10
Requires: Level 15
Glacial Rune
Stack Size: 1 / 10
Requires: Level 15
Storm Rune
Stack Size: 1 / 10
Requires: Level 15
Lesser Desert Rune
Stack Size: 1 / 10
Lesser Glacial Rune
Stack Size: 1 / 10
Lesser Storm Rune
Stack Size: 1 / 10
Greater Desert Rune
Stack Size: 1 / 10
Requires: Level 30
Greater Glacial Rune
Stack Size: 1 / 10
Requires: Level 30
Greater Storm Rune
Stack Size: 1 / 10
Requires: Level 30
Saqawal's Rune of the Sky
Stack Size: 1 / 10
Requires: Level 50
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Fenumus' Rune of Agony
Stack Size: 1 / 10
Requires: Level 50
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
+20% to Fire Resistance
20% increased Freeze Buildup
15% increased effect of Fully Broken Armour
+10% to Chaos Resistance
40% reduced Effect of Chill on you
Ascendancy: Blood Mage
Character: Witch
50% less Life Recovery from Flasks
Gain 1 Life Flask Charge per 4% Life spent
Volatility
Volatility explodes after 4 seconds, dealing 100 Physical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile Power, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility.
Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
Spirit Of The Owl
Players possessed by the Spirit Of The Owl have 60% increased Energy Shield, 80% increased Damage and Gain 20% of Damage as Extra Cold Damage.
Players will also periodically summon a spiritual Owl that conjures a Cold tornado.
Players will also periodically summon a spiritual Owl that conjures a Cold tornado.
Spirit Of The Stag
Players possessed by the Spirit Of The Stag have +30% to all Elemental Resistances, 30% increased Skill Speed, 15% increased Movement Speed and Gain 20% of Damage as Extra Lightning Damage.
Players will also periodically summon a spiritual Stag that calls down Lightning bolts.
Players will also periodically summon a spiritual Stag that calls down Lightning bolts.
Obelisk of Cleansing
An Obelisk of Cleansing is an object that activates once a player gets close enough; granting a 10 second Buff that grants 100% Item Rarity, 50% increased Defences and makes players Gain 30% of Damage as extra Lightning Damage.
Embankment Auras
Totems you place which grant Embankment Auras give a different Aura Buff to Players in range depending on the kind of Totem, as follows:
Artillery Ballista grants 40% increased Immobilisation Buildup.
Siege Ballista grants 50% increased Damage against Immobilised Enemies.
Mortar Cannon grants 15% of Damage Gained as extra Fire.
Shockwave Totem grants 30% increased Area of Effect.
Ancestral Warrior Totem grants 40% increased Glory Generation.
Dark Effigy grants 40% increased Damage over Time.
Artillery Ballista grants 40% increased Immobilisation Buildup.
Siege Ballista grants 50% increased Damage against Immobilised Enemies.
Mortar Cannon grants 15% of Damage Gained as extra Fire.
Shockwave Totem grants 30% increased Area of Effect.
Ancestral Warrior Totem grants 40% increased Glory Generation.
Dark Effigy grants 40% increased Damage over Time.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.