Gain Ref /111
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.
Gain (5—10)% of Elemental Damage as Extra Cold Damage
Gain (5—10)% of Elemental Damage as Extra Fire Damage
Gain (5—10)% of Elemental Damage as Extra Lightning Damage
(50—70)% increased Evasion Rating
+(60—100) to maximum Mana
+(20—30)% to Fire Resistance
+(20—30)% to Cold Resistance
Gain 1% of Cold damage as Extra Fire damage per 1% Chill Magnitude on enemy
Adds 1 to 3 Physical Damage to Attacks
Adds (3—4) to (5—8) Cold damage to Attacks
(5—10)% increased Attack Speed
+(5—10)% to Cold Resistance
Enemies Chilled by your Hits increase damage taken by Chill Magnitude
Attacks Gain (5—10)% of Damage as Extra Cold Damage
Adds 3 to 5 Fire damage to Attacks
Adds (3—5) to (6—9) Fire damage to Attacks
+(30—50) to maximum Mana
50% increased Flammability Magnitude
Attacks Gain (5—10)% of Damage as Extra Fire Damage
+(7—13)% to Chaos Resistance
20% reduced maximum Life
Gain (30—40)% of Damage as Extra Chaos Damage
30% reduced Global Defences
(7—10)% increased Cast Speed
+(60—100) to maximum Mana
Allies in your Presence Gain (15—25)% of Damage as Extra Chaos Damage
Enemies in your Presence Gain (6—12)% of Damage as Extra Chaos Damage
Grants Skill: Raise Shield
(100—150)% increased Armour
+(30—40)% to Fire Resistance
+(23—29)% to Chaos Resistance
+(150—200) to Stun Threshold
Gain 1% of damage as Fire damage per 1% Chance to Block
Grants Skill: Skeletal Warrior
+(20—30) to maximum Mana
+(5—10) to Intelligence
(10—30)% increased Mana Regeneration Rate
Gain 5% of Damage as Chaos Damage per Undead Minion
Grants Skill: Level 8 Purity of Fire
Gain (40—60)% of Damage as Extra Fire Damage
Allies in your Presence Regenerate (2—3)% of their Maximum Life per second
Allies in your Presence Gain (20—30)% of Damage as Extra Fire Damage
Enemies in your Presence Resist Elemental Damage based on their Lowest Resistance
Grants Skill: Level 8 Purity of Fire
Gain 25% of Damage as Extra Fire Damage
Allies in your Presence deal (15—23) to (28—35) added Attack Fire Damage
50% of your Base Life Regeneration is granted to Allies in your Presence
+(20—30) to Strength
25% increased Light Radius
Grants effect of Guided Meteoric Shrine
(20—30)% increased Critical Hit Chance for Attacks
(10—15)% reduced Attack Speed
Chaos Damage from Hits also Contributes to Freeze Buildup
Chaos Damage from Hits also Contributes to Electrocute Buildup
Attacks Gain (10—20)% of Physical Damage as extra Chaos Damage
Adds (5—7) to (10—12) Physical Damage
+10 to Dexterity
(30—50)% increased Mana Regeneration Rate
Attacks with this Weapon gain 100% of Physical damage as Extra damage of each Element
Grants Skill: Level 8 Purity of Ice
Gain 25% of Damage as Extra Cold Damage
Allies in your Presence deal (15—23) to (28—35) added Attack Cold Damage
50% of your Base Life Regeneration is granted to Allies in your Presence
+(20—30) to Intelligence
25% increased Light Radius
Grants effect of Guided Freezing Shrine
Grants Skill: Level 8 Purity of Lightning
Gain 25% of Damage as Extra Lightning Damage
Allies in your Presence deal 1 to (56—70) added Attack Lightning Damage
50% of your Base Life Regeneration is granted to Allies in your Presence
+(20—30) to Dexterity
25% increased Light Radius
Grants effect of Guided Tempest Shrine
Grants Skill: Level 8 Impurity
Allies in your Presence deal (13—17) to (25—37) added Attack Chaos Damage
+(7—13) to all Attributes
23% reduced Light Radius
(-13—13)% reduced Skill Effect Duration
Gain 27% of Damage as Extra Chaos Damage
Grants effect of Dreaming Gloom Shrine
Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
Supports Attacks, causing them to Gain Chaos Damage but deal less Damage of other Types.
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.
Supports Attacks and Warcries you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
Supports Attacks and Warcries you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
Supports any Skill, turning a portion of its Mana cost into a Life cost. Does not support Skills which reserve Spirit. Supported Skills Gain a portion of their Life cost as extra Physical Damage.
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.
Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
[DNT-UNUSED] Create a storm of deathly energies that Empowers your Mana-costing Spells with Cold damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding Chilled Ground. Enemies that enter the eye of the storm are [Blinded]. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the Chilled Ground.
Shapeshift into a Wyvern and perform a wide slash with your wingtip claws. Consumes a Power Charge if possible to grant you a Buff that gives you extra Lightning damage. While you have the Buff, Rend covers a much larger area but is slower.
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.
Mark a target, making them more susceptible to being Frozen. When the Marked target is Frozen, the Mark Activates, granting you a Buff which gives extra Cold damage and Consming the Mark. Marking another target while you have the Buff will remove the Buff.
Mark a target, making them more susceptible to being Electrocuted. When the Marked target is Electrocuted, the Mark Activates, granting a Buff which gives extra Lightning damage and Consming the Mark. Marking another target while you have the Buff will remove the Buff.
Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
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 Bow Attacks. Every third shot with Supported Skills restores a portion of its Mana cost and Gains Damage as extra Lightning Damage.
Supports Bow Attacks. Every third shot with Supported Skills Gains Damage as extra Lightning Damage.
Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills.
Supports Skills you use yourself which damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of damage as extra Lightning damage per Mana Flask charge consumed.
Supports Skills you use yourself which damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of damage as extra Lightning damage per Mana Flask charge consumed.
Shapeshift into a Wyvern and take to the skies, immolating enemies with a jet of fire. Channelling ends after a short amount of time but can be prolonged by spending Rage. Consumes a Power Charge if possible to Empower the Skill, Gaining extra Lightning damage and spending Rage more slowly.
Shapeshift into a Werewolf and offer your Rage to the moon to receive a blessing, gaining bonus Cold damage for yourself and any Wolf Minions you have from Wolf Pack or Predator's Mark. Spends all Rage to extend the Buff's duration. While the Buff is active, your Werewolf Attacks call down Moonbeams on Hit.
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.
Build Glory by gaining Rage while already at maximum Rage. When you have maximum Glory, roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you Gain Fire damage and Rage regeneration. This Skill's effects are suppressed if you leave Bear form, but will resume if you return to Bear form before the duration expires.
Supports Skills you use yourself which Hit enemies. Culling a Shocked enemy with Supported Skills infuses all of your Attacks with Lightning damage for a short time.
Supports Skills you use yourself which Hit enemies. Culling a Shocked enemy with Supported Skills infuses all of your Attacks with Lightning damage and grants an increased chance to Shock for a short time.
Supports Skills you use yourself which Hit enemies. Critical Hits with Supported Skills imbue all of your Attacks with Fire damage for a duration.
Perfect Essence of Abrasion
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
One Handed Melee Weapon or Bow: Gain (15—20)% of Damage as Extra Physical Damage
Two Handed Melee Weapon or Crossbow: Gain (25—33)% of Damage as Extra Physical Damage
Perfect Essence of Flames
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
One Handed Melee Weapon or Bow: Gain (15—20)% of Damage as Extra Fire Damage
Two Handed Melee Weapon or Crossbow: Gain (25—33)% of Damage as Extra Fire Damage
Perfect Essence of Ice
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
One Handed Melee Weapon or Bow: Gain (15—20)% of Damage as Extra Cold Damage
Two Handed Melee Weapon or Crossbow: Gain (25—33)% of Damage as Extra Cold Damage
Perfect Essence of Electricity
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
One Handed Melee Weapon or Bow: Gain (15—20)% of Damage as Extra Lightning Damage
Two Handed Melee Weapon or Crossbow: Gain (25—33)% of Damage as Extra Lightning Damage
Gain 5% of Damage as Extra Fire Damage
5% of Physical Damage taken as Fire Damage
Gain 25% of Physical Damage as Extra Lightning Damage against Electrocuted Enemies
40% increased chance to Shock
Gain 5% of Lightning Damage as Extra Cold Damage
Minions have 20% increased Area of Effect
Minions have 10% chance to inflict Withered on Hit
Spells Gain 5% of Damage as extra Chaos Damage
Minions have 20% additional Physical Damage Reduction
Minions have +23% to Chaos Resistance
Attacks Gain 5% of Damage as extra Chaos Damage
20% increased Freeze Buildup
Gain 25% of Cold Damage as Extra Fire Damage against Frozen Enemies
Gain 5% of Damage as Extra Cold Damage
20% increased Freeze Buildup
Gain 4% of Damage as Extra Cold Damage
Gain 4% of Damage as Extra Lightning Damage
+10 to Dexterity
Gain 5% of Damage as Extra Lightning Damage
30% increased chance to Shock
Gain 11% of Damage as Extra Chaos Damage
Gain 8% of Damage as Extra Physical Damage
15% increased effect of Fully Broken Armour
Gain 8% of Damage as Extra Cold Damage while Shapeshifted
5% chance to Daze on Hit
Gain 12% of Physical Damage as Extra Cold Damage against Dazed Enemies
5% chance to Daze on Hit
Gain 12% of Physical Damage as Extra Lightning Damage against Dazed Enemies
10% increased Damage
10% increased Critical Hit Chance
Druid: 10% increased Damage
Druid: Gain 5% of Damage as Extra Damage of a random Element
Druid: +5 to Strength and Intelligence
Gain 25% of Physical Damage as Extra Fire Damage against Heavy Stunned Enemies
Gain 5% of Damage as Extra Chaos Damage
50% reduced effect of Withered on you
Gain 8% of Physical Damage as Extra Cold Damage against Shocked Enemies
Gain 8% of Physical Damage as Extra Lightning Damage against Chilled Enemies
Gain 4% of Damage as Extra Fire Damage for
every different Grenade fired in the past 8 seconds
40% reduced Magnitude of Ignite on you
Gain 15% of Damage as Extra Fire Damage while on Ignited Ground
40% reduced Effect of Chill on you
Gain 15% of Damage as Extra Cold Damage while on Chilled Ground
Gain 15% of Damage as Extra Lightning Damage while on Shocked Ground
40% reduced effect of Shock on you
5% reduced maximum Life
Minions Recoup 30% of Damage taken as Life
Minions Gain 20% of Elemental Damage as Extra Chaos Damage
Gain 18% of Physical Damage as Extra Lightning Damage
53% increased Life Cost of Skills
Gain 21% of Damage as Extra Chaos Damage
Spells Gain 12% of Damage as extra Chaos Damage
Gain 8% of Damage as Extra Damage of a random Element while Shapeshifted
Ascendancy: Blood Mage
Character: Witch
50% less Life Recovery from Flasks
Gain 1 Life Flask Charge per 4% Life spent
On Hitting an Enemy while a Life Flask is at full Charges, 40% of its Charges are consumed
Gain 1% of damage as Physical damage for 3 seconds per Charge consumed this way
Ascendancy: Tactician
Character: Mercenary
Gain Deflection Rating equal to 20% of Armour
Ascendancy: Shaman
Character: Druid
Enemies in your Presence have Exposure
Gain 10% of Damage as Extra Damage of a random Element
Ascendancy: Invoker
Character: Monk
Gain 10% of Damage as Extra Lightning Damage
25% chance on Shocking Enemies to created Shocked Ground
Ascendancy: Invoker
Character: Monk
Gain 10% of Damage as Extra Cold Damage
On Freezing Enemies create Chilled Ground
Stormsurge
Each Stormsurge on this Weapon grants 3% of damage Gained as Extra Lightning damage for 5 seconds. Maximum 10 Stormsurge.
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.
Unholy Might
Unholy Might is a Buff that grants 30% of all damage as extra Chaos Damage.
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.
Spirit Of The Boar
Players possessed by the Spirit Of The Boar Gain 20% of Damage as Extra Fire Damage, always inflict Bleeding on Hit and have 20% reduced damage taken.
Players will also periodically summon spiritual Boars that explode, dealing Fire Damage.
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.
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.
Extra Chaos Damage
Monster Gains 40% of damage as extra Chaos damage.
Extra Cold Damage
Monster Gains 40% of damage as extra Cold damage.
Extra Fire Damage
Monster Gains 40% of damage as extra Fire damage.
Extra Lightning Damage
Monster Gains 40% 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 20% increased Skill Speed.

Siege Ballista grants 25% more Damage against Immobilised Enemies.

Mortar Cannon grants 25% 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.

Spell Totem grants 50% increased Critical Hit Chance.
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