Dexterity
+8 to Dexterity
Dexterity Attr /4
Name | Show Full Descriptions |
---|---|
ID | attributes105 |
Icon | Art/2DArt/SkillIcons/passives/plusdexterity.png |
PassiveSkillsHash | 38776 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Dexterity
+8 to Dexterity
Dexterity Attr /4
Name | Show Full Descriptions |
---|---|
ID | attributes106 |
Icon | Art/2DArt/SkillIcons/passives/plusdexterity.png |
PassiveSkillsHash | 57816 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Dexterity
+8 to Dexterity
Dexterity Attr /4
Name | Show Full Descriptions |
---|---|
ID | attributes113 |
Icon | Art/2DArt/SkillIcons/passives/plusdexterity.png |
PassiveSkillsHash | 472 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Dexterity
+8 to Dexterity
Dexterity Attr /4
Name | Show Full Descriptions |
---|---|
ID | attributes114 |
Icon | Art/2DArt/SkillIcons/passives/plusdexterity.png |
PassiveSkillsHash | 3744 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Dexterity
+5 to Dexterity
Dexterity Attr /4
Name | Show Full Descriptions |
---|---|
ID | generic_attribute_dexterity |
Icon | Art/2DArt/SkillIcons/passives/plusdexterity.png |
PassiveSkillsHash | 14927 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false |
Dexterity Ref /100
Dexterity
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.
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.
+(0–40) to Armour
+(0–30) to Evasion Rating
+(0–20) to maximum Energy Shield
+(0–60) to Accuracy Rating
+(0–30) to maximum Life
+(0–20) to maximum Mana
(0–20)% increased Rarity of Items found
(0–30)% increased Critical Hit Chance
+(0–10) to Strength
+(0–10) to Dexterity
+(0–10) to Intelligence
+(0–10)% to Fire Resistance
+(0–10)% to Cold Resistance
+(0–10)% to Lightning Resistance
(0–6) Life Regeneration per second
+(50–70) to Evasion Rating
+(20–30) to Dexterity
10% increased Movement Speed when on Full Life
100% increased Evasion Rating when on Full Life
20% increased Movement Speed
+(10–20) to maximum Energy Shield
+5 to Dexterity
Your speed is unaffected by Slows

(50–100)% increased Evasion Rating
+(50–80) to maximum Mana
+(10–20) to Dexterity
+(10–20) to Intelligence
+(10–15)% to Fire Resistance
(15–30)% increased Cooldown Recovery Rate
unique blink sand [1]
(50–80)% increased Armour
20% reduced Light Radius
(5–15)% increased Strength
(5–15)% increased Dexterity
(5–15)% increased Intelligence
(100–150)% increased Evasion Rating
+(10–20) to Dexterity
+(10–20)% to Fire Resistance
20% reduced Light Radius
You have a Smoke Cloud around you while stationary
Has (1–3) Charm Slot
(20–30)% increased Stun Threshold
+(40–60) to maximum Life
+(20–40) to Strength
+(20–40) to Dexterity
(60–100)% increased Evasion Rating
(40–60)% increased Flask Life Recovery rate
(40–60)% increased Flask Mana Recovery rate
+(20–30) to Dexterity
+(20–30)% to Cold Resistance
(400–500)% increased Armour
(15–30)% increased Strength
10% reduced Dexterity
10% reduced Intelligence
You have no Life Regeneration
(10–20)% increased Movement Speed
+(30–50) to maximum Energy Shield
+(10–20) to Strength
+(10–20) to Dexterity
+(10–20) to Intelligence
(60–80)% increased Evasion Rating
(20–30)% increased Critical Hit Chance
5% increased Attack Speed
+(10–20) to Dexterity
Your Critical Damage Bonus is 250%
10% increased Weapon Damage per 10 Strength
+(20–30) to Dexterity
+(80–120) to maximum Energy Shield
+(20–30) to Dexterity

+(20–30) to Strength
+(20–30) to Dexterity
+(20–30)% to Fire Resistance
+(20–30)% to Cold Resistance
No Movement Speed Penalty while Shield is Raised
+50 Dexterity Requirement
-15 Strength Requirement
(80–120)% increased Physical Damage
50% increased Attack Speed
(15–25)% increased Light Radius
+(15–25) to Dexterity
+(15–25) to Intelligence
(30–40)% increased Critical Hit Chance
+(10–20) to Dexterity
+(10–20) to Intelligence
Critical Hits Poison the enemy
+(20–30)% to Cold Resistance
(5–10)% increased Skill Speed
+(10–20) to Dexterity
(25–35)% increased Mana Regeneration Rate
(30–40)% increased Elemental Ailment Threshold
(100–130)% increased Evasion Rating
+(30–40) to Dexterity
25% increased Chill Duration on Enemies
(5–10)% increased Attack Speed
+(20–30) to Strength
+(20–30) to Dexterity
+(30–50)% to Lightning Resistance

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

+(80–100) to maximum Life
+(20–30) to Dexterity
(-40–-30)% to Lightning Resistance
lightning coil replace damage hit effect index [110]
[DNT] Bear with me
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.

Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Lesser Adept Rune
Stack Size: 1 / 10
All Equipment: +6 to Dexterity
Place into an empty Rune Socket in any Equipment to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Adept Rune
Stack Size: 1 / 10
Requires: Level 15
All Equipment: +8 to Dexterity
Place into an empty Rune Socket in any Equipment to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Greater Adept Rune
Stack Size: 1 / 10
Requires: Level 30
All Equipment: +10 to Dexterity
Place into an empty Rune Socket in any Equipment to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Jade Amulet
Requires: Level 8
+(10–15) to Dexterity
+25 to Dexterity
20% increased Evasion Rating
8% increased Dexterity
+10 to Dexterity
+10 to Dexterity
8% increased Projectile Speed
8% increased Attack Speed
+10 to Dexterity
Huntress: 8% increased Attack Speed
Huntress: 6% increased Area of Effect
Huntress: +10 to Dexterity
Hits against you have 20% reduced Critical Damage Bonus
15% increased Projectile Damage
30% increased Stun Buildup against enemies within 2 metres
4% increased Movement Speed
15% increased Mana Regeneration Rate
+10 to Dexterity
+10 to Dexterity
30% increased Stun Recovery
Regenerate 3% of maximum Life over 1 second when Stunned
40% increased Endurance, Frenzy and Power Charge Duration
+10 to Dexterity
Skills have 10% chance to not remove Charges but still count as consuming them
Attributes
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.
Each Attribute provides a different inherent bonus.
Traps
Traps are Two-Handed ranged weapons that require Dexterity and Intelligence to equip. Traps cannot be used to Attack directly.
Throwing a Trap places it on the ground, where it can either be detonated manually or triggered by Close by enemies depending on the Trap type.
Throwing a Trap places it on the ground, where it can either be detonated manually or triggered by Close by enemies depending on the Trap type.
Swords
Swords are Melee weapons that can be One-Handed or Two-Handed. Swords require Strength and Dexterity to equip.
Sword Attacks are commonly related to elemental damage.
Sword Attacks are commonly related to elemental damage.
Axes
Axes are Melee weapons that can be One-Handed or Two-Handed. Axes require Strength and Dexterity to equip.
Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Bows
Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Daggers
Daggers are One-Handed Melee weapons that require Dexterity and Intelligence to equip.
Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
Claws
Claws are One-Handed Melee weapons that require Dexterity to equip. Claws can be Dual Wielded with another Claw, but cannot be combined with other equipped items in the off hand.
Claw Attacks are commonly fast and cause Bleeding.
Claw Attacks are commonly fast and cause Bleeding.
Quarterstaves
Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
Quarterstaff Attacks often focus on high mobility in combat.
Crossbows
Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills.
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
Thaumaturgical Dynamism
While Thaumaturgical Dynamism is active, you passively generate a Power, Frenzy or Endurance Charge once every eight seconds.
The kind of Charge you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total Strength Requirement total of your socketed Skill Gems, the more likely you will be to generate an Endurance Charge. Higher total Dexterity Requirement corresponds to a higher chance for Frenzy Charges, and Intelligence to Power Charges.
The kind of Charge you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total Strength Requirement total of your socketed Skill Gems, the more likely you will be to generate an Endurance Charge. Higher total Dexterity Requirement corresponds to a higher chance for Frenzy Charges, and Intelligence to Power Charges.
Armour Movement Penalties
Depending on the type of Armour equipped, Players will have a less Movement Speed penalty applied depending on what Attribute the Armour requires. These penalties only apply to equipped Body Armours and Shields.
For Body Armour, pure Strength has a 5% penalty, hybrid Strength and Dexterity or Intelligence has a 4% penalty and pure Dexterity or Intelligence has a 3% penalty.
For Shields, pure Strength has a 3% penalty, hybrid Strength and Dexterity or Intelligence has a 1.5% penalty and pure Dexterity or Intelligence has no penalty.
For Body Armour, pure Strength has a 5% penalty, hybrid Strength and Dexterity or Intelligence has a 4% penalty and pure Dexterity or Intelligence has a 3% penalty.
For Shields, pure Strength has a 3% penalty, hybrid Strength and Dexterity or Intelligence has a 1.5% penalty and pure Dexterity or Intelligence has no penalty.
Dexterity
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.
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.
Item mods /10
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Mongoose | 1 | Suffix | +(5–8) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
of the Lynx | 11 | Suffix | +(9–12) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
of the Fox | 22 | Suffix | +(13–16) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
of the Falcon | 33 | Suffix | +(17–20) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
of the Panther | 44 | Suffix | +(21–24) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
of the Leopard | 55 | Suffix | +(25–27) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
of the Jaguar | 66 | Suffix | +(28–30) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
of the Phantom | 74 | Suffix | +(31–33) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
of the Wind | 81 | Suffix | +(34–36) to Dexterity Attribute | gloves 1 default 0 |
1 | Corrupted | +(10–15) to Dexterity Attribute | amulet 1 belt 1 ring 1 |
Monsters mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Blur | 1 | Suffix | monster additional dexterity ratio % for evasion [100] Defences | |
Cat-Touched | 1 | Torment | 100% increased Critical Hit Chance monster additional dexterity ratio % for evasion [100] | |
Hunted by the Wild Cat | 1 | Torment | 100% increased Critical Hit Chance dropped items are converted to dex items [1] monster additional dexterity ratio % for evasion [100] |
Misc mods /23
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Jewel | Unique | (2–3)% increased Dexterity Attribute | ||
1 | Jewel | Corrupted | +(4–6) to Dexterity Attribute | jewel 1 | |
of Dexterity | 1 | Jewel | Unique | +(12–16) to Dexterity Attribute | |
of Athletics | 1 | Jewel | Unique | +(8–10) to Strength and Dexterity Attribute | |
of Cunning | 1 | Jewel | Unique | +(8–10) to Dexterity and Intelligence Attribute | |
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Dexterity local jewel effect base radius [800] Attribute | ||
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Dexterity local jewel effect base radius [1500] Attribute | ||
1 | Jewel | Unique | +(16–24) to Dexterity Attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Intelligence local jewel effect base radius [800] Attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Intelligence local jewel effect base radius [1500] Attribute | ||
1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Dexterity local jewel effect base radius [800] Attribute | ||
1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Dexterity local jewel effect base radius [1500] Attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Strength local jewel effect base radius [800] Attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Strength local jewel effect base radius [1500] Attribute | ||
1 | Jewel | Unique | 1% increased Evasion Rating per 3 Dexterity Allocated in Radius 1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius 1% increased Melee Physical Damage with Unarmed Attacks per 3 Dexterity Allocated in Radius local jewel effect base radius [1500] Defences Damage Physical Attack | ||
1 | Jewel | Unique | Adds 1 to 2 Lightning damage to Attacks Adds 1 maximum Lightning Damage to Attacks per 1 Dexterity Allocated in Radius local jewel effect base radius [1500] Damage Elemental Lightning Attack | ||
1 | Jewel | Unique | Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus local jewel effect base radius [1200] Damage Physical Attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Barrage fires an additional 6 Projectiles simultaneously on the first and final attacks local jewel effect base radius [1200] Attack | ||
1 | Jewel | Unique | With 40 total Intelligence and Dexterity in Radius, Prismatic Skills deal 50% less Fire Damage With 40 total Intelligence and Dexterity in Radius, Prismatic Skills cannot choose Fire local jewel effect base radius [1200] Damage Elemental Fire Attack | ||
1 | Jewel | Unique | With 40 total Dexterity and Strength in Radius, Prismatic Skills deal 50% less Lightning Damage With 40 total Dexterity and Strength in Radius, Prismatic Skills cannot choose Lightning local jewel effect base radius [1200] Damage Elemental Lightning Attack | ||
of the Abyss | 1 | Abyss | Suffix | (1–2)% increased Dexterity Attribute | |
of Ulaman | 65 | Abyss | Suffix | +(9–15) to Strength and Dexterity ulaman Attribute | |
of Kurgal | 65 | Abyss | Suffix | +(9–15) to Dexterity and Intelligence kurgal Attribute |
Item /1
Jade Amulet
Requires: Level 8
+(10–15) to Dexterity
Unique /42
+(0–40) to Armour
+(0–30) to Evasion Rating
+(0–20) to maximum Energy Shield
+(0–60) to Accuracy Rating
+(0–30) to maximum Life
+(0–20) to maximum Mana
(0–20)% increased Rarity of Items found
(0–30)% increased Critical Hit Chance
+(0–10) to Strength
+(0–10) to Dexterity
+(0–10) to Intelligence
+(0–10)% to Fire Resistance
+(0–10)% to Cold Resistance
+(0–10)% to Lightning Resistance
(0–6) Life Regeneration per second
+(50–70) to Evasion Rating
+(20–30) to Dexterity
10% increased Movement Speed when on Full Life
100% increased Evasion Rating when on Full Life
20% increased Movement Speed
+(10–20) to maximum Energy Shield
+5 to Dexterity
Your speed is unaffected by Slows

(50–100)% increased Evasion Rating
+(50–80) to maximum Mana
+(10–20) to Dexterity
+(10–20) to Intelligence
+(10–15)% to Fire Resistance
(15–30)% increased Cooldown Recovery Rate
unique blink sand [1]
(50–80)% increased Armour
20% reduced Light Radius
(5–15)% increased Strength
(5–15)% increased Dexterity
(5–15)% increased Intelligence
(100–150)% increased Evasion Rating
+(10–20) to Dexterity
+(10–20)% to Fire Resistance
20% reduced Light Radius
You have a Smoke Cloud around you while stationary
Has (1–3) Charm Slot
(20–30)% increased Stun Threshold
+(40–60) to maximum Life
+(20–40) to Strength
+(20–40) to Dexterity
(60–100)% increased Evasion Rating
(40–60)% increased Flask Life Recovery rate
(40–60)% increased Flask Mana Recovery rate
+(20–30) to Dexterity
+(20–30)% to Cold Resistance
(400–500)% increased Armour
(15–30)% increased Strength
10% reduced Dexterity
10% reduced Intelligence
You have no Life Regeneration
(10–20)% increased Movement Speed
+(30–50) to maximum Energy Shield
+(10–20) to Strength
+(10–20) to Dexterity
+(10–20) to Intelligence
(60–80)% increased Evasion Rating
(20–30)% increased Critical Hit Chance
5% increased Attack Speed
+(10–20) to Dexterity
Your Critical Damage Bonus is 250%
10% increased Weapon Damage per 10 Strength
+(20–30) to Dexterity
+(80–120) to maximum Energy Shield
+(20–30) to Dexterity

+(20–30) to Strength
+(20–30) to Dexterity
+(20–30)% to Fire Resistance
+(20–30)% to Cold Resistance
No Movement Speed Penalty while Shield is Raised
+(15–25) to Dexterity
+(15–25) to Intelligence
(30–40)% increased Critical Hit Chance
+(10–20) to Dexterity
+(10–20) to Intelligence
Critical Hits Poison the enemy
+(20–30)% to Cold Resistance
(5–10)% increased Skill Speed
+(10–20) to Dexterity
(25–35)% increased Mana Regeneration Rate
(30–40)% increased Elemental Ailment Threshold
(100–130)% increased Evasion Rating
+(30–40) to Dexterity
25% increased Chill Duration on Enemies
(5–10)% increased Attack Speed
+(20–30) to Strength
+(20–30) to Dexterity
+(30–50)% to Lightning Resistance

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

+(80–100) to maximum Life
+(20–30) to Dexterity
(-40–-30)% to Lightning Resistance
lightning coil replace damage hit effect index [110]
Passive /28
+25 to Dexterity
+25 to Dexterity
20% increased Evasion Rating
8% increased Dexterity
8% increased Projectile Speed
8% increased Attack Speed
+10 to Dexterity
Huntress: 8% increased Attack Speed
Huntress: 6% increased Area of Effect
Huntress: +10 to Dexterity
Hits against you have 20% reduced Critical Damage Bonus
15% increased Projectile Damage
30% increased Stun Buildup against enemies within 2 metres
4% increased Movement Speed
15% increased Mana Regeneration Rate
30% increased Stun Recovery
Regenerate 3% of maximum Life over 1 second when Stunned
40% increased Endurance, Frenzy and Power Charge Duration
+10 to Dexterity
Skills have 10% chance to not remove Charges but still count as consuming them
Timeless Jewel Passive /3

Circular Teachings
Kalguuran Keystone
It is both despair and inspiration, to look back,
and see oneself in the cycles of Time.
Heroic Tragedy: Medved


Opportunistic Dexterity
Abyss Notable
+2 to Dexterity per 25 Tribute
2% increased Parried Debuff Duration per 10 Tribute
Timeless Jewel Passive Additions /4
Edit
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.