IncursionAtziriActiveShrineStrongboxEssenceRareMonsterAliveSpiritActivatedRogueExile
HitDamage Ref /610
Hit Damage
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.
Bristleboar
Requires: Level 1
50% reduced Evasion Rating
+(4060) to maximum Life
(35) Life Regeneration per second
Gain 5 Rage when Hit by an Enemy
Gain 10 Rage when Critically Hit by an Enemy
TheBloodThorn
Requires: Level 1
Adds (812) to (1618) Physical Damage
+(1015) to Strength
Causes Bleeding on Hit
(45) to (810) Physical Thorns damage
Doomgate
Requires: Level 12, 19 Str
Grants Skill: Raise Shield
(80100)% increased Block chance
(100150)% increased Armour
+(1317)% to Chaos Resistance
You take (2540)% of damage from Blocked Hits
Enemies are Culled on Block
GaruksCurrent
Requires: Level 26, 34 Int
(3050)% increased Energy Shield
+(1020) to Dexterity
(1015)% reduced Attack and Cast Speed
Lightning damage from Hits Contributes to Electrocution Buildup
Frostbreath
Requires: Level 10, 21 Str
Adds (812) to (1620) Physical Damage
Adds (812) to (1620) Cold Damage
+5% to Critical Hit Chance
All Damage from Hits with this Weapon Contributes to Freeze Buildup
Culling Strike against Frozen Enemies
Gamblesprint
Requires: Level 16, 23 Dex
(100140)% increased Evasion Rating
+(1015) to Dexterity
+(1525)% to Lightning Resistance
Gain 0% to 40% increased Movement Speed at random when Hit, until Hit again
TheBarrowDweller
Requires: Level 11, 13 Str, 13 Dex
(60100)% increased Armour and Evasion
(-20-10)% to Fire Resistance
Damage of Enemies Hitting you is Unlucky while you are on Low Life
50% chance to Avoid Death from Hits
SanguineDiviner
Requires: Level 2, 7 Int
Grants Skill: Level 1 Bone Blast
(80100)% increased Spell Damage
Gain (1015) Life per enemy killed
25% chance to inflict Bleeding on Hit
25% of Spell Mana Cost Converted to Life Cost
Dustbloom
Requires: Level 26, 43 Dex
(100150)% increased Evasion Rating
+(2030)% to Cold Resistance
Maximum 10 Fragile Regrowth
0.5% of maximum Life Regenerated per second per Fragile Regrowth
10% increased Mana Regeneration Rate per Fragile Regrowth
Lose all Fragile Regrowth when Hit
Gain 1 Fragile Regrowth each second
TheRatCage
Requires: Level 33, 40.5 Dex
(100150)% increased Evasion Rating
+300 to maximum Life
25% reduced Attribute Requirements
100% of Fire Damage from Hits taken as Physical Damage
TheDancingMirage
Requires: Level 28, 26 Dex, 26 Int
(150200)% increased Evasion and Energy Shield
+(1020)% to Lightning Resistance
20% less Damage taken if you have not been Hit Recently
100% increased Evasion Rating if you have been Hit Recently
RedflareConduit
Requires: Level 33, 31 Dex, 31 Int
+(5070) to maximum Mana
+(2030)% to Lightning Resistance
20% chance to gain a Power Charge on Hit
Lose all Power Charges on reaching maximum Power Charges
Shocks you when you reach maximum Power Charges
EdyrnsTusks
Requires: Level 11, 21 Str
(120160)% increased Armour
50% chance to inflict Bleeding on Hit
50% reduced Slowing Potency of Debuffs on You
(1520) to (2530) Physical Thorns damage
TheInfinitePursuit
Requires: Level 16, 23 Str
10% increased Movement Speed
(100150)% increased Armour
+(80100) to maximum Life
(80100)% increased Chance to be afflicted by Ailments when Hit
25% increased Movement Speed while affected by an Ailment
ThePandemonius
Requires: Level 52
+(1015) to Intelligence
+(50100)% to Cold Resistance
Blind Chilled enemies on Hit
Svalinn
Requires: Level 60, 64 Str
Grants Skill: Raise Shield
Grants Skill: Level 14 Cast on Block
(200300)% increased Armour
Chance to Block Damage is Lucky
You take (020)% of damage from Blocked Hits
KeeperOfTheArc
Requires: Level 62, 36 Str, 36 Int
(150250)% increased Armour and Energy Shield
(1525) Life Regeneration per second
(1525)% increased Mana Regeneration Rate
Alternating every 5 seconds:
Take 40% less Damage from Hits
Take 40% less Damage over time
Olrovasara
Requires: Level 65, 114 Str
Adds 1 to (6080) Lightning Damage
+(300400) to Accuracy Rating
(530)% increased Attack Speed
On Hitting an enemy, gains maximum added Lightning damage equal to
the enemy's Power for 20 seconds, up to a total of 500
Snakebite
Requires: Level 33, 42 Dex
(4060)% increased Evasion Rating
+(717)% to Chaos Resistance
(610) Life Regeneration per second
(2030)% chance to Poison on Hit
Targets can be affected by +1 of your Poisons at the same time
Plaguefinger
Requires: Level 4, 6 Dex, 6 Int
(3050)% increased Evasion and Energy Shield
(46)% increased Attack Speed
(2030)% chance to Poison on Hit
All Damage from Hits Contributes to Poison Magnitude
StarkonjasHead
Requires: Level 50, 71 Dex
(100200)% increased Evasion Rating
(1525)% increased Critical Hit Chance
+(3040) to Dexterity
150% increased Global Evasion Rating when on Low Life
15% of Damage from Hits is taken from your Damageable Companion's Life before you
TheThreeDragons
Requires: Level 45, 36 Dex, 36 Int
(4060)% increased Evasion and Energy Shield
+(1020)% to all Elemental Resistances
Fire Damage from Hits Contributes to Shock Chance instead of Flammability and Ignite Magnitudes
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
WingsOfCaelyn
Requires: Level 1
+20 to Armour
(515)% increased Rarity of Items found
+(2030) to Dexterity
Gain 1 Rage on Melee Hit
Every Rage also grants 1% increased Stun Threshold
CoronaOfTheRedSun
Requires: Level 36, 52 Str
+(100150) to Accuracy Rating
+(6080) to maximum Life
+(2025)% to Fire Resistance
25% increased Light Radius
Leeching Life from your Hits causes Allies in your Presence to also Leech the same amount of Life
TheVileKnight
Requires: Level 33, 27 Str, 27 Dex
(60100)% increased Armour and Evasion
+(75125) to Accuracy Rating
(1015) Life Regeneration per second
Deal 4% increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence, up to a maximum of 200%
CrownOfThePaleKing
Requires: Level 16, 15 Str, 15 Int
(50100)% increased Armour and Energy Shield
+(4080) to maximum Life
10% increased Rarity of Items found
(1015) to (2025) Physical Thorns damage
SculptedSuffering
Requires: Level 22, 41 Str
+(510)% to Critical Damage Bonus
Adds (2126) to (2531) Physical Damage
(1015)% increased Attack Speed
Breaks Armour equal to 40% of damage from Hits with this weapon
Fully Armour Broken enemies you kill with Hits Shatter
AbAeterno
Requires: Level 65, 34 Str, 34 Dex, 34 Int
(1530)% increased Movement Speed
(100150)% increased Armour, Evasion and Energy Shield
Dodge Roll avoids all Hits
10% less Movement and Skill Speed per Dodge Roll in the past 20 seconds
NazirsJudgement
Requires: Level 28, 41 Dex, 18 Int
Adds (3036) to (7581) Physical Damage
+(50100) to Accuracy Rating
(1020)% increased Stun Duration
(3550)% increased Melee Damage against Heavy Stunned enemies
AsphyxiasWrath
Requires: Level 1
Adds 1 to 3 Physical Damage to Attacks
Adds (34) to (58) Cold damage to Attacks
(510)% increased Attack Speed
+(510)% to Cold Resistance
Enemies Chilled by your Hits increase damage taken by Chill Magnitude
Attacks Gain (510)% of Damage as Extra Cold Damage
Polcirkeln
Requires: Level 12
+(2030)% to Cold Resistance
(2030)% increased Cold Damage
+(4060) to maximum Mana
+(1015) to Strength
Enemies Chilled by your Hits can be Shattered as though Frozen
TheBurrower
Requires: Level 16
+(2030)% to Lightning Resistance
+(2030)% to Lightning Resistance
(3050)% increased Mana Regeneration Rate
Lightning Damage of Enemies Hitting you is Unlucky
Blackheart
Requires: Level 1
Adds 1 to 4 Physical Damage to Attacks
(36) Life Regeneration per second
Adds (46) to (810) Chaos Damage to Attacks
25% chance to Intimidate Enemies for 4 seconds on Hit
Requires: Level 36
Adds 1 to 4 Physical Damage to Attacks
Adds (57) to (913) Physical Damage to Attacks
+(2030) to Dexterity
(1020)% chance to Poison on Hit
All Damage taken from Hits while Poisoned Contributes to Magnitude of Chill on you
(1525)% increased Magnitude of Poison you inflict
Dunkelhalt
Requires: Level 1
Grants Skill: Parry
(2030)% increased Block chance
+(2030) to Evasion Rating
You take 50% of damage from Blocked Hits
TheEmptyRoar
Requires: Level 22, 41 Str
Adds (2535) to (4050) Physical Damage
Leeches 10% of Physical Damage as Life
(1020)% chance to cause Bleeding on Hit
All Attacks count as Empowered Attacks
Cannot use Warcries
Hateforge
Requires: Level 60, 42 Str
(300400)% increased Armour
Gain (36) Rage on Hit
Gain a random Charge on reaching Maximum Rage, no more than once every (36) seconds
Lose all Rage on reaching Maximum Rage
(-1010) to Maximum Rage
TheWickedQuill
Requires: Level 1, 6 Int
Grants Skill: Chaos Bolt
(60100)% increased Spell Damage
+(60100) to maximum Mana
+(713)% to Chaos Resistance
Spells have a 25% chance to inflict Withered for 4 seconds on Hit
MutableStar
Requires: Level 45, 41 Str, 41 Int
(100150)% increased Armour and Energy Shield
(50100)% increased Energy Shield Recharge Rate
(2535) Life Regeneration per second
(3050)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
(3050)% reduced Duration of Bleeding on You
HornsOfBrynden
Requires: Level 1
+20 to Armour
(515)% increased Rarity of Items found
+(2030) to Strength
Every Rage also grants 1% increased Armour
Gain 1 Rage on Melee Hit
Perfidy
Requires: Level 45, 41 Str, 41 Dex
(300450)% increased Armour and Evasion
(1030)% chance to Avoid Physical Damage from Hits
(1030)% chance to Avoid Fire Damage from Hits
(1030)% chance to Avoid Cold Damage from Hits
(1030)% chance to Avoid Lightning Damage from Hits
(1030)% chance to Avoid Chaos Damage from Hits
Enemies in your Presence are Intimidated
Venopuncture
Requires: Level 36
Adds 1 to 4 Physical Damage to Attacks
Adds (57) to (913) Physical Damage to Attacks
+(2030) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
(1020)% chance to inflict Bleeding on Hit
(1525)% increased Magnitude of Bleeding you inflict
MutewindSail
Requires: Level 16, 17 Dex, 17 Int
(5080)% increased Evasion and Energy Shield
+(3040)% to Lightning Resistance
All Damage taken from Hits Contributes to Magnitude of Chill inflicted on you
The Effect of Chill on you is reversed
DefianceOfDestiny
Requires: Level 56
+(1015) to Dexterity
(610)% increased maximum Life
+(1020) to Strength
(2540)% increased Mana Regeneration Rate
Recover (2030)% of Missing Life before being Hit by an Enemy
BreachQuiver
Requires: Level 65
(2030)% increased Critical Hit Chance for Attacks
(1015)% reduced Attack Speed
Chaos Damage from Hits also Contributes to Freeze Buildup
Chaos Damage from Hits also Contributes to Electrocute Buildup
Attacks Gain (1020)% of Physical Damage as extra Chaos Damage
SplinterOfLorrata
Requires: Level 1
Grants Skill: Spear Throw
Adds (23) to (68) Physical Damage
Deal no Elemental Damage
20% increased Melee Strike Range with this weapon
Any number of Poisons from this Weapon can affect a target at the same time
Always Poison on Hit with this weapon
DaevatasWind
Requires: Level 21, 14 Str, 31 Dex
Grants Skill: Spear Throw
(2535)% increased Projectile Speed with this Weapon
Adds (1015) to (2126) Physical Damage
+100 to Evasion Rating
(1020)% increased Attack Speed
(3060)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
(3060)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
ArmsLength
Requires: Level 5, 10 Dex
Grants Skill: Spear Throw
(150200)% increased Physical Damage
(1015)% reduced Attack Speed
+(1530) to Strength
Knocks Back Enemies on Hit
Cannot use Projectile Attacks
Chainsting
Requires: Level 10, 9 Str, 17 Dex
Grants Skill: Spear Throw
(1525)% chance to Maim on Hit
Adds (1317) to (2228) Physical Damage
+(100150) to Accuracy Rating
10% increased Attack Speed
All Damage from Hits with this Weapon Contributes to Pin Buildup
(2030)% increased Projectile Speed with this Weapon
SaithasSpear
Requires: Level 33, 20 Str, 47 Dex
Grants Skill: Spear Throw
Bleeding you inflict deals Damage (1020)% faster
Adds (1426) to (2732) Physical Damage
Adds (3341) to (4753) Fire Damage
(1525)% chance to cause Bleeding on Hit
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(2540)% chance to Aggravate Bleeding on Hit
HyrrisIre
Requires: Level 73, 121 Dex
(3040)% increased Elemental Ailment Threshold
(200250)% increased Evasion Rating
Gain (1525)% of Damage as Extra Cold Damage
+(3040) to Dexterity
25% increased Freeze Duration on Enemies
Evasion Rating is doubled if you have not been Hit Recently
VoltaxicRift
Requires: Level 79, 163 Dex
local weapon implicit hidden added maximum chaos damage [64]
local weapon implicit hidden added minimum chaos damage [28]
Adds 1 to (300500) Lightning Damage
(1015)% increased Attack Speed
100% of Lightning Damage Converted to Chaos Damage
Chaos Damage from Hits also Contributes to Shock Chance
ApepsSupremacy
Requires: Level 33, 48 Int
(100200)% increased Energy Shield
(3050)% increased Energy Shield Recharge Rate
20% of Elemental damage from Hits taken as Chaos damage
+25% chance to be Poisoned
LeopoldsApplause
Requires: Level 52, 64 Int
(60100)% increased Energy Shield
+(60100) to maximum Mana
(1015)% increased Rarity of Items found
Your Hits can Penetrate Elemental Resistances down to a minimum of -50%
Tidebreaker
Requires: Level 45, 80 Str
(120150)% increased Physical Damage
+(23) to Level of all Melee Skills
+(2030) to Intelligence
Causes (150200)% increased Stun Buildup
All Damage from Hits with this Weapon Contributes to Chill Magnitude
TheBlackCrest
Requires: Level 45, 64 Dex
(70100)% increased Evasion Rating
(1020)% increased Rarity of Items found
+(1525)% to Lightning Resistance
Gain Tailwind on Critical Hit, no more than once per second
Lose all Tailwind when Hit
GroundingUniqueCharm
Requires: Level 32
Used when you become Shocked
(1020)% increased Duration
Lightning Damage of Enemies Hitting you is Unlucky during effect
ChaosUniqueCharm
Requires: Level 40
Used when you take Chaos damage from a Hit
(1525)% increased Duration
50% of Chaos damage you prevent when Hit Recouped as Life and Mana during effect
LightningCoil
Requires: Level 50, 44 Str, 44 Dex
Grants Skill: Level 12 Valako's Charge
(80120)% increased Armour and Evasion
+(80100) to maximum Life
+(2030) to Dexterity
(-40-30)% to Lightning Resistance
(3050)% of Physical damage from Hits taken as Lightning damage
lightning coil replace damage hit effect index [110]
DealersHand
Requires: Level 45, 80 Dex
Grants Skill: Level 11 Phantasmal Arrow
50% reduced Projectile Range
Adds (7698) to (126193) Fire Damage
(3050)% increased Flammability Magnitude
(1020)% increased Ignite Magnitude
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Attack Hits inflict Spectral Fire for 8 seconds
BloodOfTheKarui
Requires: Level 40
90% less Life Recovered
Effect is not removed when Unreserved Life is Filled
(1530)% of Damage taken during effect Recouped as Life
Gain (35) Rage when Hit by an Enemy during effect
No Inherent loss of Rage during effect
(2550)% increased Duration
Drillneck
Requires: Level 55
100% chance to Pierce an Enemy
+(6090) to maximum Life
(812)% increased Attack Speed
Gain Deflection Rating equal to (2432)% of Evasion Rating
Attack Projectiles Return if they Pierced at least (24) times
Projectiles deal (4264)% increased Damage with Hits for each time they have Pierced
Projectiles have (4264)% increased Critical Hit chance for each time they have Pierced
AtzirisStep
Requires: Level 65, 86 Dex
30% increased Movement Speed
(80120)% increased Evasion Rating
+(70100) to maximum Life
Gain Deflection Rating equal to (4060)% of Evasion Rating
(-12-6)% to amount of Damage Prevented by Deflection
AtziriStaffBlood
Requires: Level 72, 46 Str, 115 Dex
Grants Skill: Spear Throw
Grants Skill: Level 17 Shattering Spite
(100120)% increased Physical Damage
Adds (8397) to (123153) Fire Damage
Adds 1 to (193207) Lightning Damage
(1016)% increased Attack Speed
(6080)% increased Presence Area of Effect
Spear Skills inflict a Bloodstone Lance on Hit, up to a maximum of 30 on each target
SpeedEssencePerfect
SpeedEssencePerfectPerfect Essence of Haste
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Martial Weapon: (2025)% chance to gain Onslaught on Killing Hits with this Weapon
GreaterSoulCoreChaos
Soul Core of Tacati
Stack Size: 1 / 10
Martial Weapon: 15% chance to Poison on Hit with this weapon
Armour: +11% to Chaos Resistance
GreaterSoulCorePhysical
Soul Core of Opiloti
Stack Size: 1 / 10
Martial Weapon: 15% chance to cause Bleeding on Hit
Helmets: 20% increased Charm Charges gained
AzmeriSocketableBoar
Boar Idol
Stack Size: 1 / 10
Gloves: Gain 1 Rage on Melee Hit
Sceptres: Allies in your Presence Regenerate 8 Life per second
Gloves: 15% increased Warcry Cooldown Recovery Rate
Sceptres: 25% increased Life Regeneration rate while Shapeshifted
UlamansGaze
Ulaman's Gaze
Limited to: 1 Ancient Augment
Requires: Level 60
Helmets: +1 to Accuracy Rating per 1 Item Evasion Rating on Equipped Helmet
Gloves: Critical Hit chance is Lucky against Parried enemies
Body Armours: Prevent +3% of Damage from Deflected Hits
SoulCoreBlood
Guatelitzi's Thesis
Limited to: 1 Ancient Augment
Requires: Level 60
Helmets: Gain Armour equal to 25% of Life Lost from Hits in the past 8 seconds
Body Armours: 10% of Physical Damage prevented Recouped as Life
Boots: Lose 5% of maximum Life per second while Sprinting, 25% increased Movement Speed while Sprinting
1HAxe02
Hook Axe
Physical Damage: 5-14
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 4, 9 Str
Grants 1 Rage on Hit
2HAxe08
Jagged Greataxe
Physical Damage: 43-99
Critical Hit Chance: 5%
Attacks per Second: 1.15
Weapon Range: 1.3
Requires: Level 40, 56 Str, 23 Dex
(1525)% chance to cause Bleeding on Hit
1HMace08
Construct Hammer
Physical Damage: 31-38
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.1
Requires: Level 36, 65 Str
40% chance to Daze on Hit
1HSpear03
Hunting Spear
Physical Damage: 10-17
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 10, 9 Str, 17 Dex
Grants Skill: Spear Throw
(1525)% chance to Maim on Hit
1HSpear09
Crossblade Spear
Physical Damage: 25-52
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 45, 26 Str, 63 Dex
Grants Skill: Spear Throw
Prevent +(37)% of Damage from Deflected Hits
Claw03
Wolfbone Claw
Physical Damage: 7-23
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.1
Requires: Level 12, 24 Dex
Grants 8 Life per Enemy Hit
Warstaff09
Hefty Quarterstaff
Physical Damage: 39-81
Critical Hit Chance: 10%
Attacks per Second: 1.3
Weapon Range: 1.3
Requires: Level 45, 63 Dex, 26 Int
(2050)% chance to Daze on Hit
RubyCharm
Ruby Charm
Lasts 4 Second
Consumes 20 of 40 Charges on use
Currently has 40 Charges
Requires: Level 5
Used when you take Fire damage from a Hit
SapphireCharm
Sapphire Charm
Lasts 4 Second
Consumes 20 of 40 Charges on use
Currently has 40 Charges
Requires: Level 5
Used when you take Cold damage from a Hit
TopazCharm
Topaz Charm
Lasts 4 Second
Consumes 20 of 40 Charges on use
Currently has 40 Charges
Requires: Level 5
Used when you take Lightning damage from a Hit
AmethystCharm
Amethyst Charm
Lasts 4 Second
Consumes 30 of 40 Charges on use
Currently has 40 Charges
Requires: Level 40
Used when you take Chaos damage from a Hit
1HMace08
Structured Hammer
Physical Damage: 49-60
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.1
Requires: Level 62, 109 Str
40% chance to Daze on Hit
1HSpear03
Coursing Spear
Physical Damage: 31-52
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 48, 27 Str, 67 Dex
Grants Skill: Spear Throw
(1525)% chance to Maim on Hit
1HMace08
Fortified Hammer
Physical Damage: 60-73
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.1
Requires: Level 79, 163 Str
40% chance to Daze on Hit
Warstaff09
Skullcrusher Quarterstaff
Physical Damage: 59-122
Critical Hit Chance: 10%
Attacks per Second: 1.3
Weapon Range: 1.3
Requires: Level 75, 127 Dex, 50 Int
(2050)% chance to Daze on Hit
1HSpear03
Stalking Spear
Physical Damage: 47-79
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 77, 50 Str, 127 Dex
Grants Skill: Spear Throw
(1525)% chance to Maim on Hit
1HSpear09
Guardian Spear
Physical Damage: 38-79
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 75, 50 Str, 127 Dex
Grants Skill: Spear Throw
Prevent +(37)% of Damage from Deflected Hits
WitchRaiseZombie
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered and also create two additional non-empowered Zombies.
increasedcritdamagesupport
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
knockbacksupport
Supports any skill that Hits enemies, causing it to Knock Back enemies.
WalkeroftheWilds
Supports Skills which Hit enemies, causing their Mana Leech to recover based on Elemental damage instead of Physical damage.
SorceressSpark
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
SorceressSpark
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
EnervatingNovaWeaponSkill
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
VileDisruption
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. On teleport, the target is destroyed, and the explosion deals Physical damage to surrounding enemies and inflicts Impale.
PowerSiphonWeaponSkill
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.
blindsupport
Supports any skill that Hits enemies, causing them to Blind on Hit.
blindsupport
Supports any skill that Hits enemies, causing them to Blind on Hit with increased effect.
firepenetrationsupport
Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
firepenetrationsupport
Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.
coldpenetrationsupport
Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
lightningpenetrationsupport
Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
chainsupport
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
chainsupport
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
chainsupport
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
SorceressBallLightning
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
WitchBoneOffering
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
HeraldOfIceSkill
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
HeraldOfThunderSkill
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
hypothermiasupport
Supports any skill that Hits enemies, making it more effective at Freezing enemies.
conductionsupport
Supports any skill that Hits enemies, making it more likely to Shock.
controlleddestructionsupport
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
elementalfocussupport
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
DeathPactSkill
Sacrifice the life of a Minion to deal Chaos damage in an area around it. If you have no Minions, your own life is sacrificed instead.
WitchReaverSkeleton
Activate to summon aggressive, Reviving Skeletal Reavers that can enrage on Command. Skeletal Reavers do more Attack Damage and gain increased Attack speed based on their Rage
WitchArcherSkeleton
Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
igniteproliferationsupport
Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
chancetobleedsupport
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
chancetobleedsupport
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
chancetobleedsupport
Supports any skill that Hits enemies, causing it to inflict Bleeding.
chancetobleedsupport
Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
chancetopoisonsupport
Supports any skill that Hits enemies, giving it a chance to Poison enemies.
chancetopoisonsupport
Supports any skill that Hits enemies, giving it a chance to Poison enemies.
chancetopoisonsupport
Supports any skill that Hits enemies, giving it a chance to Poison enemies and causing it to inflict more powerful Poisons against Bleeding Enemies.
maimsupport
Supports Attacks, causing them to Maim enemies.
lastingshocksupport
Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
brutalitysupport
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
vulnerability
Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.
witheringtouchsupport
Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
ragesupport
Supports Melee Attacks, causing them to grant Rage on Hit.
ragesupport
Supports Melee Attacks, causing them to grant Rage on Hit.
ragesupport
Supports Melee Attacks, causing them to grant Rage on Hit. Supported Skills have signficantly higher Attack speed while you are not at maximum Rage.
RangerPlagueBearerSkill
While active, stores a portion of the Poison Damage you deal. Using this Skill unleashes the stored Poison to damage and Poison enemies around you.
BruteSeismicCry
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
BloodTendrilsSkill
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
executesupport
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
executesupport
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
executesupport
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life, as well as dealing more damage while you are on Low Life.
BruteBoneshatter
Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
SorceressEyeofWinter
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.
overchargesupport
Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
SorceressLightningConduit
Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
HuntressRapidAssault
Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
ImpaleSkillIcon
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
HuntressSpearField
Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
BruteSuperchargedSlam
Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
MonkGaleStrikeSwing
Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.
inevitablecriticalssupport
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
inevitablecriticalssupport
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time, but also reduce your Critical Damage Bonus.
DarkTempest
[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.
HandoftheClanSkill
Activate to summon a cackle of Hyena Companions. The cackle is treated as a single Companion for effects that count or limit Companions, regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, Hindering nearby enemies, and have a chance to Maim enemies they Hit.
frozennexussupport
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
frozenvortexsupport
Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.
RangerSpiralVolleySkill
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
DruidBearMaul
Shapeshift into a Bear and rake enemies with your claws, generating Rage on Hit.
DruidWolfLeapAttack
Shapeshift into a Werewolf and leap to a target location, damaging enemies in an area around where you land. Predator's Mark will be Triggered targeting the highest Rarity enemy Hit, or if a Mark gem is socketed into this Skill, that Mark will be Triggered instead. Using this Skill allows any Wolf Minions you have to leap immediately.
EnervationSupportGem
Supports any skill that Hits enemies, causing you to regenerate mana on shocking an enemy. Cannot support skills which create Minions, or skills used by Totems or Traps.
shocksiphonsupport
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
shockingproliferationsupport
Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
shockingproliferationsupport
Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy. Always Shocks enemies which are Drenched.
deepfreezesupport
Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
ignitionsupport
Supports any skill that Hits enemies, making it more likely to Ignite.
ignitionsupport
Supports any skill that Hits enemies, making it more likely to Ignite.
ignitionsupport
Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
searingflamesupport
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
searingflamesupport
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
eternalflamesupport
Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
eternalflamesupport
Supports any skill that Hits enemies, causing its Ignites to last longer.
eternalflamesupport
Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
DruidBearWarcry
Shapeshift into a Bear and roar in defiance, immediately gaining Rage if there are enemies nearby and Empowering subsequent Attacks to Break Armour. Alternatively, socketing a human-form Warcry into this Skill triggers that Warcry instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an Endurance Charge.
CastOnShockSkill
While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
CastOnFreezeSkill
While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
CastOnIgniteSkill
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
CastonFreezeShockIgnite
While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.
CastOnMeleeKillSkill
While active, gains Energy when you kill enemies with Melee Attacks and triggers socketed spells on reaching maximum Energy.
icononfire
While active, gains Energy when you take damage and triggers socketed spells on reaching maximum Energy.
exploitweaknesssupport
Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
devastatesupport
Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
SorceressBarrierInvocation
While active, gains Energy when your Energy Shield is damaged by Enemy Hits. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
MonkGhostDance
While active, causes you to periodically gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
ToxicGrenade
Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
OilGrenade
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
ShockGrenade
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
MonkSiphoningStrike
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
MonkTempestBell
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
ChaosBoltWeaponSkill
Fire a burst of Chaos energy at the target.
WitchBoneStorm
Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.
WitchBoneCage
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
neuraloverloadsupport
Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
pinpointcriticalsupport
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
corrosionsupport
Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
RangerPoisonBurstArrow
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
RangerPoisonBloomSkill
Fire a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
RangerShockingArrow
Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
RangerSnipeShotArrow
Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze enhances the explosion.
RangerGasCloudSkill
Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
RangerElectrocutingRodSkill
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
SorceressColdSnap
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
RhoaMountSkillIcon
Harnesses a Companion Rhoa you can mount while you're wielding a Bow or Spear. While mounted you can use Bow, thrown Spear, and Mark Skills, and are much less slowed while using Skills, but being Hit will cause Heavy Stun buildup. While you aren't mounted, the Rhoa will attack your enemies alongside you with its beak, but can be damaged.
wallfortresssupport
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less Hit damage.
wallfortresssupport
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less Hit damage and have lowered Area of Effect.
frostfiresupport
Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
stormfiresupport
Supports any skill that Hits enemies. Enemies Shocked by Supported Skills take a percentage of damage from Ignite as Lightning damage as well as Fire damage.
bitingfrostsupport
Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze. Cannot support skills that Consume Freeze.
bitingfrostsupport
Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze, leaving them Chilled. Cannot support skills that Consume Freeze.
elementaldischargesupport
Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
fierydeathsupport
Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
TwisterSkillIcon
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.
ElementalSiphonSkillIcon
Dash to an enemy and nullify their Resistance. Hitting an enemy with positive Elemental Resistance will reduce their highest Elemental Resistance to 0 for a duration and triggers Infuse Weapon, granting your Spear the maximum possible Surges corresponding to the removed Resistance. If this skill doesn't remove any Resistances, its cooldown is reset. This skill cannot be Ancestrally Boosted.
RangerWindDancerSkill
While active, periodically grants stages of a buff that gives you more Evasion per stage. Being Hit by an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.
manaflaresupport
Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on Critical Hit. The Mana Flare consumes your Mana to deal Fire damage. Cannot support the skills of Minions.
lockdownsupport
Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
overpowersupport
Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
overpowersupport
Supports any skill that Hits Enemies, causing it to build up Stun more quickly.
overpowersupport
Supports any skill that Hits Enemies, causing it to build up Stun significantly more quickly, at the cost of Damage.
pinsupport
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
pinsupport
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
pinsupport
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
ambushsupport
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
lifeflasksupport
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
lifeflasksupport
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
manaflasksupport
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
lifeflasksupport
Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
breakendurance
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when it Fully Breaks an enemy's Armour.
lifeoncull
Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
manaoncull
Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
multiplepoisonsupport
Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
BoneBlastWeaponSkill
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.
ShankgonneSkill
Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that Blinds and Ignites enemies in the area you escape from. The explosion will cause any Grenades in its area of effect to also explode.
PowerShotPhysical
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
BurstShotPhysical
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
BurstShotPermafrost
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
BurstShotStormblast
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
RapidShotStormblast
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
BloodChannel
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant, and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life.
RangerBrewConcoctionColdSkill
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
RangerBrewConcoctionPoisonSkill
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
RangerBrewConcoctionBleedSkill
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
SorceressElementalStorm
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
fireexposuresupport
Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
lightningexposuresupport
Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
coldexposuresupport
Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
deadlypoisonsupport
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
deadlypoisonsupport
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
deepcutssupport
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
deepcutssupport
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
RangerShockchainSkill
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. Consumes Shock from enemies it Hits, but not Electrocution.
MonkVaultingImpact
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
chaoticfreezesupport
Supports Spells that deal non-Ailment Chaos damage over time. Enemies taking damage over time from Debuffs caused by supported skills will suffer Freeze build up from Chaos damage Hits from any source. Does not Support Skills used by Minions.
rupturesupport
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
cullingstrikesupport
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
cullingstrikesupport
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
armourbreaksupport
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
armourbreaksupport
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
armourbreaksupport
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
cursedgroundsupport
Supports Curse Skills. Supported Curse Skills create Hazardous areas which explode when Enemies enter them, Cursing Enemies and dealing Chaos Damage.
weaponelementaldamagesupport
Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
WarBannerSkill
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Attack damage, Attack speed and Accuracy.
DefianceBannerSkill
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Armour, Evasion and movement speed.
DreadBannerSkill
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.
FreezingMarkSkill
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 Consuming the Mark. Marking another target while you have the Buff will remove the Buff.
ShockingMarkSkill
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 Consuming the Mark. Marking another target while you have the Buff will remove the Buff.
MonkInvokerUnboundAvatar
Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
SorceressSummonSandDjinn
Summon Kelari, an invulnerable Sand Djinn Minion, to do your bidding. Kelari will only act when you Command him to do so. Kelari delivers swift Hits with massive Critical Hit potential.
DruidOracleRipFromTimeSkill
Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
WitchunterSpellAegis
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
ElementalInvocationSkill
While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
AttritionSkill
While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.
HeraldOfBloodSkill
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
consideredcastingsupport
Supports Spell Skills that Hit Enemies and you cast yourself, boosting Damage at the cost of Cast Speed.
heftsupport
Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
extractionsupport
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.
practicedcombosupport
Supports Strike Skills. Supported Skills have a chance to build additional Combo on Hit. Cannot support Skills used by Minions.
leveragesupport
Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
steelynervesupport
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage and are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
freezeforksupport
Supports Skills which can fire Projectiles. Projectiles from Supported Skills always Fork when the initial Projectile Hits Frozen Enemies, but Supported Skills cannot build up Freeze themselves.
stormchainsupport
Supports Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
verglassupport
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.
embittersupport
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.
rustedspikessupport
Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
concoctsupport
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
concoctsupport
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
ambrosiasupport
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.
ambrosiasupport
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.
maladysupport
Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.
dazzlesupport
Supports Attack Skills. Supported Skills always hit Dazed Enemies, but Consume Daze on Hit, and cannot themselves inflict Daze.
syzygysupport
Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
elementalassaultsupport
Supports Melee Attack Skills. Supported Skills deal more Melee Damage for each Elemental Ailment on Enemies they hit, but cannot themselves inflict Elemental Ailments.
retreatingassaultsupport
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
retreatingassaultsupport
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
retreatingassaultsupport
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last two seconds, but cannot themselves deal Melee Damage.
pursuitsupport
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
pursuitsupport
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
pursuitsupport
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last two seconds, but cannot themselves deal Projectile Damage.
commiseratesupport
Supports Skills you use yourself or Trigger, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
blindsidesupport
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
defysupport
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
defysupport
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
instabilitysupport
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
caltropssupport
Supports Ranged Spear Attacks. Supported Skills create Caltrops when Projectiles they create reach the end of their flight.
haemocrystalssupport
Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
sparsupport
Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
unmovingsupport
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a reservation, are Triggered, have a cooldown or have another usage Condition.
spikedgauntletssupport
Supports Melee Attack Skills. Supported Skills trigger Quill Burst, which deals your Thorns Damage in an Area around the target struck. Quill Burst can only be triggered on Hit after you've Retaliated with Thorns Damage.
ancestralaidsupport
Supports Strikes you use yourself. Supported Skills cannot be used until you have Blocked a certain number of Hits, but will be Ancestrally Boosted when used. After use, this Blocked Hit counter will reset. Cannot Support Channelled Skills or Skills which already have a Condition for use.
barbssupport
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit after you've Retaliated with Thorns Damage.
barbssupport
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit after you've Retaliated with Thorns Damage.
barbssupport
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit twice after you've Retaliated with Thorns Damage.
winterblastsupport
Supports Skills which create Ground Surfaces, causing Enemies Chilled by those Surfaces to be more easily Frozen, but at the cost of some Chill magnitude.
armslengthsupport
Supports Skills which Hit Enemies, causing Knockback from those Hits to be significantly more effective.
charmbountysupport
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Charm charges.
punchthroughsupport
Supports Melee Attack Skills. Supported Skills apply Easy Target when Knocking Back Enemies, causing the next Projectile Attack Hit they take to deal increased Damage.
brinksupport
Supports Melee Attack Skills. Supported Skills build up Heavy Stun more quickly, but cannot themselves Heavy Stun.
brinksupport
Supports Melee Attack Skills. Supported Skills build up Stun more quickly, but cannot themselves Stun.
volcaniceruptionsupport
Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
firstbloodsupport
Supports Attacks. Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.
retortsupport
Supports Attacks you use yourself or that you Trigger, causing them to Consume the Parried Debuff on Hit to grant you a Frenzy Charge. Cannot support Skills which already Consume the Parried Debuff.
bloodintheeyessupport
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
incisionsupport
Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
trustycompanionsupport
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life.
trustycompanionsupport
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life. A percentage of Damage taken this way is Recouped by you as Life.
impalesupport
Supports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.
underminesupport
Supports Attack Skills. Supported Skills Consume Maim on hit, Breaking a percentage of the Maimed target's Armour in doing so. Supported Skills cannot themselves inflict Maim.
outmaneuversupport
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills Break Armour against Parried Enemies.
tumultsupport
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
mixedmaladiessupport
Supports Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
briarpatchsupport
Supports Slam Skills. Supported Skills create Hazardous Brambles on the ground that activate after a duration. Enemies which come in contact with these thorns take damage and are Maimed. A maximum of 20 Brambles are allowed at one time. Does not modify Skills used by Minions or Totems.
GroundingShocksSupport
Supports Skills which can Hit enemies. Shocking an enemy with Supported Skills Triggers Static Shocks, causing that enemy to become a source of Lightning damage sending pulses towards nearby enemies.
TemporalistSynchronisationofPainSkill
Curse all targets in an area after a short delay, causing a portion of Damage they take from Hits to be tracked by the Curse debuff. When the debuff's duration expires, they take that tracked damage again, all at once.
HeraldOfIceSkill
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
HeraldOfThunderSkill
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
PrimalStrikesSkillIcon
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
HuntressBloodHunt
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
HuntressBucklerParry
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
HuntressExtraElements
Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
HuntressTrinitySkillIcon
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Resonance of any type you have.
CaltropsOnDodgeSkillIcon
While active, scatters caltrops in your wake when you dodge.
CastLightningSpellOnHitSkill
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Lightning spells on reaching maximum Energy.
SmithOfKitavaTriggerFireballsSkillIcon
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
SmithOfKitavaImbueWeaponSkillIcon
Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
DruidWingBlast
Shapeshift into a Wyvern and launch yourself backwards with a powerful wingbeat that Knocks Back enemies. Enemies Primed for Heavy Stun will be stunned, release a shockwave, and have a chance to grant you a Power Charge. This skill can be used while using other skills to interrupt them.
MurkshaftToads
A Poisonous Toad leaps towards enemies and explodes, dealing damage in an area and inflicting Poison.
DruidElectricSpittle
Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.
DruidFrozenClaws
Shapeshift into a Werewolf and lash out with a flurry of claw swipes. The first Attack can dash to faraway enemies and the final Attack Strikes twice. Attacking a Frozen enemy will create Ice Fragments, which are Projectiles that land and explode after a short delay.
DruidFuryoftheMountain
Shapeshift into a Bear and repeatedly pound the ground, creating Molten Fissures that travel randomly in a wide arc in front of you.
DruidCrossSlash
Shapeshift into a Werewolf and leap backwards as you gouge the ground with both claws. Enemies can be Hit separately by both gouges. Hitting a Marked enemy with both gouges will Activate the Mark and cause an additional shockwave. Ice Fragments will be pulled into the location where the gouges cross and explode immediately. This skill can be used while using other skills to interrupt them.
IceStormSkillStaff
Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
DruidLunarBlessing
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 Melee Attacks call down Moonbeams on Hit.
DruidTundraHunter
Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
livinglightningsupport
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
livinglightningsupport
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
shockingriftsupport
Supports Skills that Hit enemies. When Supported Skills Shock an enemy that is nearby other Shocked enemies, trigger Electromagnetism, sucking in nearby enemies, Hindering them, and dealing Lightning damage at an interval.
pillaroffiresupport
Supports any Skill you use yourself which can cause Damaging Hits. Supported Skills Consume Ignite on Hit to create pillars of flame, but cannot themselves inflict Ignite. Cannot Support Skills which already Consume Ignite, and does not modify the Skills of Minions.
endurancechargeonperfecttimingsupport
Supports skills which have a benefit for Perfect Timing. Supported Skills grant at least one Endurance Charge when Hitting an enemy with Perfect Timing.
enduranceonheavystunsupport
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
enduranceonheavystunsupport
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
crystallineshardssupport
Supports Skills which create Ice Crystals. Damaging Explosions caused by Ice Crystals from Supported Skills will Impale Enemies.
durabilitysupport
Supports Skills which create objects that are destroyed after being Hit a number of times, allowing for them to last for additional Hits. Does not modify Skills used by Minions.
blankbluesupport
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
blankbluesupport
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
blankbluesupport
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
blankbluesupport
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
blankgreensupport
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
blankbluesupport
[DNT] Supports Spells you use yourself which Hit enemies. On Critical Hit with supported Spells, Trigger Atziri's Storm at the location of the nearest enemy.
blankgreensupport
Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
blankgreensupport
Supports any Skill that Hits Enemies, causing it to deal increasingly higher damage the more Poisons are on the target.
WrathAuraWeaponSkill
While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
RangerToxicDomain
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
RangerShearingBolts
Ready your active Bow or Spear, Empowering your next Barrageable Bow or Projectile Spear Attacks to Convert Physical Damage to Cold Damage and create Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
ThunderfistUniqueSkill
When you Hit with Unarmed Melee Attacks, calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.
HinekorasSightUnique
Hinekora observes your Future-Past granting you the opportunity to subvert a lesser fate. After a period of Hindsight, she will grant you her Foresight, which prevents you from avoiding Hits while Dodge Rolling. When you are Hit while Dodge Rolling, Hinekora restores you to full Life immediately before taking damage from the Hit, and grants you Sight Beyond Sight, which prevents you from dying.
SmithOfKitavaImbueWeaponSkillIcon
Channel to imbue your armour with runic wards. The runes protect you for a limited number of Hits and deal your Thorns damage to attackers.
FrostDartsSkillIcon
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
DruidWildBeast
While active, your Fury builds from Attacking enemies. Using this Skill releases your Fury to send you into a bestial frenzy, gaining damage and Onslaught but constantly losing life and forcing you into animal form. The frenzy ends immediately if you return to human form. You cannot gain Fury while in a frenzy.
DruidShamanUnleashtheElementsSkill
Build Glory by Hitting enemies with Elemental damage. When you have maximum Glory, you may become the walking Apocalypse for a duration, Triggering one of multiple powerful Elemental Skills at an interval while this Buff lasts.
Supports Mark Skills, causing enemies they Mark to Leech Mana to you when you Hit them with Attacks.
Supports Mark Skills, causing enemies they Mark to Leech Life and Mana to you when you Hit them with Attacks.
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 Warcries. Supported Skills apply Exposure on Hitting enemies.
Supports Travel Skills which Hit enemies. Hits with Supported Skills against enemies on full life will Daze.
ExplosiveGrowth
Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown, Blinding enemies Hit.
FanTheFlames
Supports Wind Skills which Hit enemies. Hits with Supported Skills against Ignited enemies Trigger a fiery explosion, dealing damage to that enemy and enemies in a cone behind them.
FanTheFlames
Supports Wind Skills which Hit enemies. Hits with Supported Skills against Ignited enemies Trigger a fiery explosion, dealing damage to that enemy and enemies in a cone behind them. The explosion Spreads the initial enemy's Ignite to other enemies Hit.
Supports Skills which Hit enemies. Shocking an enemy with Supported Skills Triggers Coursing Current, which sends Chaining Lightning Projectiles to nearby Drenched enemies.
AtzirisRule
Mirrors of Refraction appear in your Presence periodically. Hitting a mirror with a Spell Projectile causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied Projectiles may be copied again when colliding with other mirrors.
DruidBarkSkin
While active, taking Hit damage from enemies to your Energy Shield causes you to gain Armour for a short duration. Armour gained from multiple Hits can stack. The total Armour gained from this Skill cannot exceed the Item Armour on your Equipped Armour Items.
Supports Plant Skills which Hit enemies. Supported Skills Trigger Toxic Pustule on Hitting an enemy.
blankbluesupport
Supports Curse Skills. Supported Curse Skills create areas which Curse enemies so long as they are within them. Cursed areas from Supported Skills gather power before erupting in a column of annihilating light after a moderate delay.
Supports Channelling Skills you use yourself. While Channelling Supported Skills, periodically gain stages of Deadly Resolve. Expend a stage of Deadly Resolve when an enemy Hits you to Trigger a deadly slash towards that enemy, dealing more damage based on your Armour.
Supports Skills which generate Charges. When generating Power Charge with Supported Skills, Empower some of your Attacks to Trigger Spark Projectiles on use.
Supports Skills which generate Charges. When generating Power Charge with Supported Skills, Empower some of your Attacks to Trigger Spark Projectiles on use.
Supports Skills which can Hit enemies. Hits with Supported Skills which Freeze enemies cause Physical damage against them to Break their Armour while they remain Frozen.
Supports Skills which Hit enemies. Heavy Stunning an enemy with Supported Skills increases your Spell damage for a duration.
Supports Skills which Hit enemies. Heavy Stunning an enemy with Supported Skills increases your Spell damage for a duration.
Supports Skills you use yourself which Hit enemies. Critical Hits with Supported Skills imbue all of your Attacks with Fire damage for a duration.
Supports Spells which Hit enemies. Supported Skills Daze on Critically Hitting enemies with Physical damage.
Ascendancy: Smith of Kitava
Character: Warrior
Grants Skill: Fire Spell on Hit
Ascendancy: Smith of Kitava
Character: Warrior
Grants Skill: Temper Weapon
Ascendancy: Blood Mage
Character: Witch
Grants Skill: Life Remnants
Skills gain a Base Life Cost equal to Base Mana Cost
life remnants gain per globe [1]
Ascendancy: Stormweaver
Character: Sorceress
Grants Skill: Elemental Storm
Trigger Elemental Storm on Critical Hit with Spells
Ascendancy: Chronomancer
Character: Sorceress
Grants Skill: Inevitable Agony
Character: Sorceress
Grants Skill: Ruzhan's Trap
Ascendancy: Witchhunter
Character: Mercenary
Grants Skill: Sorcery Ward
35% less Armour and Evasion Rating
Ascendancy: Oracle
Character: Druid
Ascendancy: Shaman
Character: Druid
Grants Skill: Apocalypse
Ascendancy: Invoker
Character: Monk
Grants Skill: Unbound Avatar
gain unbound ailment stacks [1]
Ascendancy: Pathfinder
Character: Ranger
Grants Skill: Acidic Concoction
Ascendancy: Pathfinder
Character: Ranger
Grants Skill: Bleeding Concoction
10% chance to Daze on Hit
30% increased Defences while wielding a Quarterstaff
30% increased Freeze Buildup with Quarterstaves
30% increased Stun Buildup with Quarterstaves
100% chance to Daze Enemies whose Hits you Block with a raised Shield
25% increased Damage with One Handed Weapons
Attacks have 10% chance to Maim on Hit
Defend with 150% of Armour against Hits from Enemies that are further than 6m away
100% increased Evasion Rating if you have been Hit Recently
30% reduced Evasion Rating if you haven't been Hit Recently
30% reduced Evasion Rating if you have been Hit Recently
100% increased Evasion Rating if you haven't been Hit Recently
50% increased Evasion Rating if you have been Hit Recently
50% increased Armour if you haven't been Hit Recently
20% increased Energy Shield Recovery Rate if you haven't been Hit Recently
3% increased Movement Speed while you have Energy Shield
Recover 20 Life when you Block
+2% to maximum Block chance
80% less Knockback Distance for Blocked Hits
Successfully Parrying a Melee Hit grants 40% increased Damage to your next Ranged Attack
Successfully Parrying a Projectile Hit grants 40% increased Damage to your next Melee Attack
20% increased Parry Hit Area of Effect
3% increased maximum Life
10% increased Stun Threshold for each time you've been Hit by an Enemy Recently, up to 100%
10% increased Attack Speed
15% chance to Blind Enemies on Hit with Attacks
Gain 3 Rage when Hit by an Enemy
Every Rage also grants 2% increased Stun Threshold
Every Rage also grants 1% increased Armour
Gain 5 Rage when Hit by an Enemy
4% chance that if you would gain Rage on Hit, you instead gain up to your maximum Rage
Attack Hits Aggravate any Bleeding on targets which is older than 4 seconds
10% chance to inflict Bleeding on Hit
15% increased Magnitude of Bleeding you inflict
25% chance for Attacks to Maim on Hit against Poisoned Enemies
25% increased Magnitude of Poison you inflict
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
25% increased Damage with Hits against Hindered Enemies
15% chance to Hinder Enemies on Hit with Spells
Minions deal 30% increased Damage if you've Hit Recently
25% increased Armour if you've Hit an Enemy with a Melee Attack Recently
50% increased Melee Damage against Immobilised Enemies
25% increased Attack Damage
Attacks have 25% chance to Maim on Hit
24% increased Attack Damage
10% chance to Blind Enemies on Hit with Attacks
25% increased Attack Damage
5% chance to Daze on Hit
Mastery: Ultimatum
+4 to Melee Strike Range if you've dealt a Projectile Attack Hit in the past eight seconds
Projectiles have 25% chance to Fork if you've dealt a Melee Hit in the past eight seconds
10% increased Ignite Duration on Enemies
25% increased Damage with Hits against Ignited Enemies
30% increased Damage with Hits against Ignited Enemies
35% increased Damage with Hits against Burning Enemies
60% increased Flammability Magnitude
30% increased Damage with Hits against Burning Enemies
80% increased Flammability Magnitude
40% increased Damage with Hits against Ignited Enemies
20% increased Freeze Buildup
Hits ignore non-negative Elemental Resistances of Frozen Enemies
Shocking Hits have a 50% chance to also Shock enemies in a 1.5 metre radius
Hits Break 30% increased Armour on targets with Ailments
+10 to Strength
25% increased Physical Damage
30% increased Stun Buildup
10% chance to Daze on Hit
30% increased Stun Buildup
Hits Break 50% increased Armour on targets with Ailments
Gain 1 Rage on Melee Hit
Every 10 Rage also grants 12% increased Physical Damage
Hits have 15% chance to treat Enemy Monster Elemental Resistance values as inverted
40% increased Critical Hit Chance against Enemies that are on Full Life
Cannot be Blinded while on Full Life
80% increased Damage with Hits against Enemies that are on Full Life
60% increased Damage with Hits against Enemies that are on Low Life
30% increased Stun Buildup against Enemies that are on Low Life
120% increased Damage with Hits against Enemies that are on Low Life
5% increased Damage taken while on Low Life
Leeching Life from your Hits causes your Companion to also Leech the same amount of Life
30% increased Damage with Hits against Hindered Enemies
Debuffs you inflict have 10% increased Slow Magnitude
20% increased Elemental Damage with Attacks
5% of Physical Damage from Hits taken as Damage of a Random Element
25% increased Blind duration
25% increased Damage with Hits against Blinded Enemies
15% increased Attack Area Damage
10% increased Area of Effect for Attacks
5% chance to Daze on Hit
Area Skills have 20% chance to Knock Enemies Back on Hit
20% increased Spell Area Damage
25% increased Damage with Hits against Rare and Unique Enemies
20% increased Accuracy Rating against Rare or Unique Enemies
20% increased chance to inflict Ailments against Rare or Unique Enemies
10% chance to Daze on Hit
25% increased Daze Duration
10% chance to Daze on Hit
30% increased Damage against Dazed Enemies
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% chance to Daze on Hit
25% increased Critical Hit Chance against Dazed Enemies
33% increased Damage with Hits against Enemies affected by Ailments
Huntress: +30 to Accuracy Rating
Huntress: 10% increased Accuracy Rating
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
24% increased Damage with Hits against Enemies affected by Elemental Ailments
30% increased chance to inflict Ailments against Rare or Unique Enemies
15% chance to Pierce an Enemy
15% increased Projectile Damage
Huntress: 30% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
Huntress: 30% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
Projectiles have 30% increased Critical Damage Bonus against Enemies further than 6m
Projectiles have 20% increased Critical Hit Chance against Enemies further than 6m
25% chance to inflict Daze with Hits against Enemies further than 6m
25% increased Critical Hit Chance for Spells
Hits have 25% reduced Critical Hit Chance against you
6% increased Attack Speed
20% Chance to build an additional Combo on Hit
Mastery: Ritual
25% increased Critical Hit Chance if you've Triggered a Skill Recently
Meta Skills gain 25% increased Energy if you've dealt a Critical Hit Recently
20% increased Light Radius
Cannot be Blinded
12% chance to Blind Enemies on Hit
15% increased effect of Fully Broken Armour
Fully Broken Armour you inflict also increases Fire Damage Taken from Hits
15% increased chance to inflict Ailments
Hits Break 30% increased Armour on targets with Ailments
15% increased Duration of Damaging Ailments on Enemies
30% increased Damage with Hits against Enemies affected by Ailments
5% of Damage from Hits is taken from your Damageable Companion's Life before you
20% increased Defences while your Companion is in your Presence
20% chance for Damage of Enemies Hitting you to be Unlucky
20% chance for Damage with Hits to be Lucky
30% chance to Poison on Hit against Enemies that are not Poisoned
80% increased Effect of Poison you inflict on targets that are not Poisoned
3% increased Movement Speed
20% increased Bleeding Duration
40% chance for Attack Hits to apply Incision
7% chance to Avoid Death from Hits
Companions have 20% increased maximum Life
5% of Damage from Hits is taken from your Damageable Companion's Life before you
Dodge Roll cannot Avoid Damage
Take 30% less Damage from Hits while Dodge Rolling
Ascendancy: Titan
Character: Warrior
25% more Damage against Heavy Stunned Enemies
Ascendancy: Warbringer
Character: Warrior
Break Armour equal to 10% of Hit Damage dealt
Ascendancy: Warbringer
Character: Warrior
Fully Broken Armour you inflict increases all Damage Taken from Hits instead
Ascendancy: Warbringer
Character: Warrior
20% of Damage from Hits is taken from your nearest Totem's Life before you
Ascendancy: Warbringer
Character: Warrior
You take 20% of damage from Blocked Hits
Maximum Block chance is 75%
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants 25% of Physical Damage from Hits taken as Fire Damage
base physical damage reduction rating no display [200]
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants Hits against you have 100% reduced Critical Damage Bonus
base physical damage reduction rating no display [200]
Ascendancy: Blood Mage
Character: Witch
25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead
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: Witchhunter
Character: Mercenary
35% increased Damage with Hits against Enemies that are on Low Life
Ascendancy: Witchhunter
Character: Mercenary
35% increased Damage with Hits against Enemies that are on Low Life
Ascendancy: Witchhunter
Character: Mercenary
Enemies have Maximum Concentration equal to 30% of their Maximum Life
Break enemy Concentration on Hit equal to 100% of Damage Dealt
Enemies regain 10% of Concentration every second if they haven't lost Concentration in the past 5 seconds
focus decay delay ms [5000]
Ascendancy: Witchhunter
Character: Mercenary
Sorcery Ward's Barrier can also take Physical and Chaos Damage from Hits
Character: Mercenary
For each colour of Socketed Support Gem that is most numerous, gain:
•Red: Hits against you have no Critical Damage Bonus
•Blue: Skills have 30% less cost
•Green: 40% less Movement Speed Penalty from using Skills while Moving
Ascendancy: Oracle
Character: Druid
Hit damage is taken from Mana before Life if your current Mana is higher than your current Life
15% less maximum Life
15% less maximum Mana
Ascendancy: Oracle
Character: Druid
Enemy Critical Hit Chance against you is Unlucky
Damage of Enemies Hitting you is Unlucky
Ascendancy: Shaman
Character: Druid
10% less Elemental Damage taken
Adapt to the highest Elemental Damage Type of each Hit you take
10% less Damage taken of each Elemental Damage Type per matching Adaptation
base max adaptations [3]
Ascendancy: Deadeye
Character: Ranger
Projectiles deal 0% more Hit damage to targets in the first 3.5 metres of their movement, scaling up with distance travelled to reach 20% after 7 metres
Ascendancy: Deadeye
Character: Ranger
Projectiles deal 20% more Hit damage to targets in the first 3.5 metres of their movement, scaling down with distance travelled to reach 0% after 7 metres
Ascendancy: Deadeye
Character: Ranger
Gain Tailwind on Skill use
Lose all Tailwind when Hit
Ascendancy: Amazon
Character: Huntress
Chance to Hit with Attacks can exceed 100%
Gain additional Critical Hit Chance equal to 25% of excess chance to Hit with Attacks
40% increased Projectile Damage
Gain 1 Rage on Melee Hit
30% increased Critical Hit Chance for Spells
5% chance to Blind Enemies on Hit
Undying Hate: Amanamu
When taking damage from Hits, 20% of Life Loss is prevented, then 150% of Life Loss prevented this way is Lost over 4 seconds
Fire Damage
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.
Bleeding
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.
Chill
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.
Culling Strike
Culling Strikes kill Normal enemies if their life is at 30% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
Decimating Strike
Hits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the Hit is applied.
Freeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.

Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen.
Ignite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.

The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.

Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. 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 Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
Flammability
Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment, but is closely associated with Ignite, which is.

Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.

The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite.

Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.

Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground, also inflict Flammability, but do not roll a random chance to Ignite. Such effects will only Ignite once the total Flammability on the target reaches 50%.

Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
Knockback
Knockback pushes Enemies away when Hit.
Life Leech
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Life is recovered over one second. Multiple Leeches can occur simultaneously.
Mana Leech
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Mana is recovered over one second. Multiple Leeches can occur simultaneously.
Rage Leech
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Rage is recovered over one second. Multiple Leeches can occur simultaneously.
Overkill
Overkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed.
Poison
Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.

Physical and Chaos 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 damage per second equal to 20% of the Pre-mitigation Physical and Chaos 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 Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.
Rage
Rage grants 1% more Attack damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage.

Only one Hit every 0.5 seconds can cause you to gain Rage.
Shock
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 damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
Player Stun Threshold
Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits. A Stun chance of less than 10% is treated as 0%.
Stun
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.
Light Stun
Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. 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%.

Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
Heavy Stun
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.
Electrocution
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.
Chain
Effects that Chain are redirected to another target after hitting an enemy. Projectiles cannot Chain from enemies they Pierce or Fork from.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be Hit more than once in the same Chain.
Split
Projectiles that Split fire at a number of targets within 6 metres by splitting into multiple Projectiles the first time they Hit an enemy.

Some non-Projectile beam Skills can also Split.
Deflect
Deflection Rating provides a chance to Deflect damage from Hits, preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy.
Block
Blocking completely prevents the damage of an incoming Hit.

You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen.

Some skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the skill.
Taunt
Enemies you Taunt can only target you, and deal 10% less damage with hits to anyone else. If not otherwise specified, Taunt lasts for 3 seconds.
Armour
Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
Evasion
Evasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.
Energy Shield Leech
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Energy Shield is recovered over one second. Multiple Leeches can occur simultaneously. Modifiers specific to Life Leech will not apply to Energy Shield Leech.
Resistance Penetration
Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits. Resistances can only be Penetrated down to a minimum of 0% by default.

Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments.
Armour Break
Some Skills, Items, Support Gems and other effects can Break Armour, which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour, non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits.

Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
Armour Break below 0
Enemies with Armour Broken below 0 have negative Armour. This means they take more Physical damage from Hits. Armour broken below 0 is capped by the enemy's base Armour.
Recoup
When you take damage from a Hit, Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
Thorns
Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.

If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.

Some skills and other effects may also deal your thorns damage to enemies at other times.
Crossbow Ammunition Skills
Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow. Most Crossbow Ammunition Skills that directly Hit enemies have Knockback.
Druidic Prowess
Druidic Prowess is a stacking Buff which grants 10% increased Skill Speed and causes Hits with Spell Damage to grant 3 Rage per stack for 10 seconds. Each stack has an independent duration. Maximum 3 stacks.
Elemental Ailment Threshold
A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment, as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
Sustained Skills
Sustained skills cause a large number of Hits over a period of time. They roll for Critical Hits independently each time they damage enemies, rather than rolling once for the entire skill as other skills do.
Daze
Some skills and effects have a chance to apply Daze to enemies on Hit.

Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup. There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
Bulwark
Dodge Roll cannot Avoid Damage
Take 30% less Damage from Hits while Dodge Rolling
Tailwind
Tailwind is a stacking Buff which grants 1% increased movement speed, 2% increased Skill Speed, 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks.
Damage Contributing to Ailments
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).
Payoff Skills
Payoff Skills have powerful extra affects when Hitting enemies inflicted with specific Debuffs, often Consuming the Debuff in the process. Payoff Skills cannot inflict the Debuff they interact with.
Guard
Guard is a Buff that provides a buffer against damage from Hits, taking the damage before your Life or Energy Shield until the buff expires or is depleted.

You can only have a single Guard buff at a time. If you gain Guard when you already have it, whichever buff has the higher magnitude will be kept, and that buff's duration will be refreshed by an amount proportional to the magnitude of the discarded buff, but not to longer than its original duration. Your maximum amount of Guard is equal to 200% of your maximum Life.
Leech
Leech can recover Life, Mana, or Energy Shield over time, usually as a result of Hitting an enemy and based on the damage of the Hit.
Incision
Incision is a Debuff which causes the affected target to gain increasingly higher chance to be inflicted with Bleeding when Hit. All Incision stacks are removed when Bleeding is inflicted.

Each stack of Incision applies 10% chance to be inflicted with Bleeding when Hit. A maximum of 10 Incision stacks can be present on a target at once.
Retaliate with Thorns
Retaliating specifically refers only to the inherent ability to deal Thorns damage to enemies when they Hit you.

Some effects may cause you to deal Thorns damage in other ways, but those are not Retaliation, and effects which specifically care about when you Retaliate will ignore them.
Impale
Impale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude.

Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.

A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
Killing Blow
A Killing Blow is any Hit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
Easy Target
Easy Target is a Debuff which causes the next Projectile Attack Hit against the affected target to deal increased Damage, at which point the Debuff is consumed.
Retaliate against all Hits
This allows your Thorns to Retaliate against any kind of Hit dealt to you by enemies, rather than just Melee Attacks, except that you can never Retaliate against the enemy's Thorns damage.
Take Mana Costs as Damage
Upfront Costs will result in taking the damage all at once as a Hit.

A per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a Hit.
Spirit Of The Serpent
Players possessed by the Spirit Of The Serpent have All Damage from Hits Contributes to Poison Magnitude, Always Poison on Hit and 80% increased Damage.
Players will also be accompanied by Spiritual Snakes that periodically strike enemies.
Spirit Of The Primate
Players possessed by the Spirit Of The Primate have All Damage from Hits Contributes to Chill Magnitude, 60% Increased Freeze Buildup and 80% increased Damage.
Players will also periodically summon a group of spiritual Primates.
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 Wolf
Players possessed by the Spirit Of The Wolf have 50% chance to Maim on Attack Hit, 30% increased Skill Speed, 15% increased Movement Speed and Break Armour equal to 10% of Hit Damage dealt.
Players will also periodically summon a spiritual Wolf which uses a dash attack.
Resisted by Other Value
Damage from your Hits will effectively ignore the value of the target's relevant Resistance, and instead be mitigated by the specified value of Resistance.

This will still occur even if you Ignore the target's Resistance, as this mitigation is not based on their Resistance stats. Similarly, Penetration will not apply to this Resistance value.
Lightning Mirage When Hit
Monster creates a Mirage when Hit that moves towards enemies and explodes when it gets close enough, dealing Lightning Damage.
Lightning Mirages When Hit
Monster creates Mirages when Hit that move towards enemies and explode when they get close enough, dealing Lightning Damage.
Volatile Crystals
Monster creates Volatile Crystals when Hit, which explode upon the Monster's death, dealing Chaos damage.
Crit Resistant
Hits against this Monster have 80% reduced Critical Damage Bonus.
Diamond Arrows
All Hits with Diamond Arrows are Critical Hits with 60% increased Critical Damage Bonus.
Merging
Merging Crossbow bolts have fragments that can hit the same target at the same time to combine their damage into a single Hit.
Ice Archon
Ice Archon is a type of Archon Buff.
Ice Archon grants:
25% more Cold Damage with Spells
Convert 100% of Elemental Damage with Spells to Cold Damage
Cannot deal Non-Cold Damage with Spells
Hits with Spells cause 100% more Freeze Buildup
Lightning Archon
Lightning Archon is a type of Archon Buff.
Lightning Archon grants:
25% more Lightning Damage with Spells
Convert 100% of Elemental Damage with Spells to Lightning Damage
Cannot deal Non-Lightning Damage with Spells
Hits with Spells have 100% more Shock chance
Elemental Archon
Elemental Archon is a type of Archon Buff.
Elemental Archon grants:
25% more Elemental Damage with Spells
Cannot deal Non-Elemental Damage with Spells
Hits with Spells cause 100% more Freeze Buildup
Spells have 100% more Flammability Magnitude
Hits with Spells have 100% more Shock chance
Riven Armour
Riven Armour is a Debuff inflicted by Hits, which stores 5% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude.

The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.

Enemies with Riven Armour cannot get their Armour Broken further.
Broken Stance
Broken Stance is a Debuff inflicted by Hits, which stores 10% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude.

The inflicter's subsequent Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.

Enemies with Broken Stance cannot be Dazed again.
Sundered Armour
Sundered Armour is a Debuff that can be applied to enemies with Fully Broken Armour that increases the Physical damage they take from Hits by an additional 20%. This effect stacks with the target's normal Fully Broken Armour.

Unless otherwise specified, modifiers to Fully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
Adaptation
Adaptations are gained by taking Elemental Damage from Hits and cause you to take less damage of that Type from subsequent Hits.

Unless otherwise specified, you can have 3 Adaptations at a time, and Adaptations do not have a duration.
Inevitable Critical Hits
Hits which could potentially be a Critical Hit but do not roll a Critical Hit will re-roll Critical Hit chance until they succeed.

Hits have 30% less Critical Damage Bonus for each time Critical Hit chance was re-rolled.
Splash Damage
Strike Skills can be made to deal Splash damage when hitting an enemy, causing additional Hits to other enemies around the one hit by the Strike.

The base radius of Splash damage is 1.5 metres.
Rerolling Critical Hit Chance
Any mechanic where the calculation of a single Hit would roll Critical Hit Chance more than once is considered to be Rerolling. This includes anything that makes Critical Hit Chance Lucky, Unlucky, Bifurcated, or Inevitable.

Sustained Skills using an independent Critical Hit Chance roll for each different time they deal damage is not Rerolling.
Edit

Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.