Melee
Melee Attr /4
NameShow Full Descriptions
IDmelee29
IconArt/2DArt/SkillIcons/passives/MeleeAoENode.png
PassiveSkillsHash9966
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false
Melee
Melee Attr /4
NameShow Full Descriptions
IDmelee66
IconArt/2DArt/SkillIcons/passives/MeleeAoENode.png
PassiveSkillsHash3720
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false
Melee
Melee Attr /4
NameShow Full Descriptions
IDmelee67
IconArt/2DArt/SkillIcons/passives/MeleeAoENode.png
PassiveSkillsHash17313
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false
melee GemTags /169
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
Strike with a forceful blow, knocking enemies back and weakening their Armour.
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it. The Totem cannot create Jagged Ground.
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
Supports Melee Attacks, causing them to grant Rage on Hit.
Supports Melee Attacks, causing them to grant Rage on Hit.
Supports Melee Attacks, causing them to grant Rage on Hit. Supported Skills have signficantly higher Attack speed while you are not at maximum Rage.
Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
Supports Strike skills, causing them to steal a Modifier from Rare monsters they kill.
Supports Strike skills, causing them to steal two Modifiers from Rare monsters they kill.
Supports Melee Strike skills, causing them to steal a Modifier from Rare monsters they kill for a lengthy duration, while being unable to damage enemies not on low Life. Does not modify skills used by Minions.
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.
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
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.
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.
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
Perform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.
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.
[DNT-UNUSED] Bring your axe down in a sweeping slash, creating a slash along a line in the ground, with a chance to cause bleeding.
[DNT-UNUSED] Step forward and swing your axe, knocking enemies back to drag them with your attack.
Advance while hitting enemies around you with a series of spinning Strikes.
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
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.
[DNT-UNUSED] Leap back before dashing forward, taking out enemies in a path.
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.
[DNT-UNUSED] Perform a slashing attack that moves you through the battlefield, slicing all around you.
[DNT-UNUSED] Perform two upwards slashes, causing massive claw marks in the ground.
[DNT-UNUSED] Advance forward, striking enemies around you with whirling swings of your flail.
[DNT-UNUSED] Perform a heavy melee attack, dealing massive damage to enemies on low life.
[DNT-UNUSED] Leap forward, dealing massive damage at the end of the attack.
[DNT-UNUSED] Ready your axe then spin, dealing high damage to enemies and causing them to bleed.
[DNT-UNUSED] Raise your weapon and channel rage into it, before slashing downwards and dealing massive damage to enemies the path of the attack.
[DNT-UNUSED] Ready your axe as it charges with flame, then swing in a massive flaming arc, sending out a slow wave of fire.
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
[DNT-UNUSED] Sword Lunge
Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
Supports Slam skills. Supported Skills will consume Endurance Charges on use to create Jagged Ground.
Supports Slam skills. Aftershocks caused by Supported Slam Skills always create patches of Jagged Ground.
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Supports Slams you use yourself, providing a very powerful Ancestral Boost infrequently.
Supports Melee Strike skills, causing them to create an Aftershock that damages enemies around the target when they Heavy Stun an enemy.
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
Dash to an enemy and Strike them, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Dash to an enemy and Strike them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.
Shapeshift into a bear and swipe with your claws. Hitting enemies generates rage.
[DNT-UNUSED] Leap, Catch, ???, Profit
[DNT-UNUSED] Make alot of fire
[DNT-UNUSED] Not a claw attack, more like a bite
Shapeshift into a bear and rampage forward, slamming the ground as you run. The initial roar generates rage, then consumes rage until you run out.
Shapeshift into a bear and slam the ground with great force, causing a pair of shockwaves. If you have enough Rage, Consume some of that Rage to instead create a single massive shockwave that leaves behind Jagged Ground.
Consume 3 Endurance Charges to Raise a Totem that uses socketed Mace Skills. This Totem has no Limit. Cannot use Channelling Skills or Skills with Cooldowns.
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
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.
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.
Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to create an explosion, granting you an Endurance Charge.
[DNT-UNUSED] Performs a sweeping Spear Attack which draws Enemies in range closer to you.
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.
Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave and Detonating Spear skills.
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.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
[DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Strike with your Quarterstaff.
Strike with your Daggers.
Strike your foes down with a powerful blow using a melee weapon.
Jump into the air, damaging enemies where you land.
Supports Strikes that perform a Final Strike at the end of a combination of attacks, allowing you to use the Final Strike twice in succession.
Supports Strikes that perform a Final Strike at the end of a combination of attacks, allowing you to use the Final Strike twice in succession, and causing Non-Final Strike Attacks to be faster.
Supports Strikes that perform a Final Strike at the end of a combination of attacks, causing the Final Strike to be Ancestrally Boosted.
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.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal more damage. Cannot support skills which already Combo, or Triggered Skills.
Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal massively more damage. Cannot support skills which already Combo, or Triggered Skills.
Dash to an enemy and Strike them, triggering socketed Marks with increased effect and applying socketed Curses with increased duration.
Supports Slams you use yourself, giving them a chance to create an Aftershock.
Supports Slams you use yourself, giving them a chance to create an Aftershock.
Supports Slam Skills. Supported Skills a chance to create an Aftershock as well as increased chance to cause Aftershocks the longer their Attack time
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
[DNT] Modifiers to Melee damage also apply to Spell damage for supported skill
[DNT] Modifiers to Melee damage also apply to Projectile damage for supported skill
Supports Melee Attacks which create Fissures in the ground, causing them to create additional secondary Fissures which branch off from the primary fissure, with lowered area of effect and Damage.
Supports Melee Attacks which create Fissures in the ground, causing them to create additional secondary Fissures which branch off from the primary fissure, with lowered area of effect and Damage.
Supports Melee Attacks which create fissures in the ground, causing them to create an additional fissure at the cost of damage and attack speed.
Supports Melee Attacks which create fissures in the ground, causing them to create additional fissures at the cost of damage and attack speed.
Supports Melee Attacks which create fissures in the ground, causing them to create many additional fissures at the cost of damage, attack speed, and area of effect.
Supports Strike Skills. Supported Skills have a chance to build additional Combo on Hit. Cannot support Skills used by Minions.
Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Does not modify Skills used by Minions.
Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Does not modify Skills used by Minions.
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned.
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.
Supports Slam Skills you use yourself. Supported Skills gain multiple independent chances to cause Aftershocks, but deal less Damage.
Supports Melee Attacks you use yourself. Supported Skills Consume all Endurance Charge on use, causing you to restore a percentage of your maximum Life for each Charge Consumed.
Supports Slam Skills. Supported Skills that have a chance to Aftershock have increased chance to cause Aftershocks the longer their Attack time.
Supports Melee Attack Skills. Supported Skills deal more Damage while you have a lower percentage of your Life remaining than the target struck, but less Damage when the reverse is true.
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.
Supports Melee Attack Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Life, with the percentage scaling higher the longer the Attack time of the Supported Skill. Cannot Support Channelling Skills.
Supports Melee Attack Skills you use yourself. Insufficient Mana doesn't prevent Supported Skills from being used while Surrounded.
Supports Melee Attack Skills. Supported Skills deal more Melee Damage for each Elemental Ailment on Enemies they hit, but cannot themselves inflict Elemental Ailments.
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.
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.
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.
Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Supports Strikes you use yourself, providing a powerful Ancestral Boost every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions.
Supports Strikes you use yourself, providing a powerful Ancestral Boost every few seconds. Cannot Support Channelled Skills and does not modify Skills used by Minions.
Supports Strikes you use yourself, providing a powerful Ancestral Boost every second, at the cost of a damage penalty. Cannot Support Channelled Skills and does not modify Skills used by Minions.
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.
Supports Melee Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting Hobble on you. The second and third Attacks in sequence will powerfully scale chance to Critically Hit and overall damage, respectively, at which point the cycle will reset. Cannot Support Channelling Skills.
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.
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit after you've Retaliated with Thorns Damage.
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit after you've Retaliated with Thorns Damage.
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit twice after you've Retaliated with Thorns Damage.
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.
Supports Melee Attack Skills you use yourself or that you Trigger. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
Supports Melee Attacks you use yourself or that you Trigger. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.
Supports Melee Attack Skills. Supported Skills build up Heavy Stun more quickly, but cannot themselves Heavy Stun.
Supports Melee Attack Skills. Supported Skills build up Stun more quickly, but cannot themselves Stun.
Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
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.
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.
Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
Consume all Frenzy Charges to perform a gigantic spear thrust that Knocks Back enemies. For each Frenzy Charge consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies.
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
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.
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.
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.
Supports Melee Skills that leap into the air, causing them to create Fissures when you land. Cannot Support Totem Skills, and does not modify Skills used by Minions.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
Melee Ref /102
Melee
Melee Attacks are those that directly hit with a melee Strike or a Slam, dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.

Any Projectiles these attacks create do not count as Melee damage.
+(60–100) to maximum Life
+(60–100) to Stun Threshold
Cannot Evade Enemy Attacks
250% of Melee Physical Damage taken reflected to Attacker
Regenerate 5% of maximum Life per second while Surrounded
50% increased Armour and Evasion
Adds (2–3) to (5–6) Physical Damage to Attacks
+(30–50) to maximum Life
(4–8)% increased Attack Speed
Strength can satisfy other Attribute Requirements of Melee Weapons and Melee Skills
+20 to Armour
(5–15)% increased Rarity of Items found
+(20–30) to Dexterity
Gain 1 Rage on Melee Hit
Every Rage also grants 1% increased Stun Threshold
Adds (30–36) to (75–81) Physical Damage
+(50–100) to Accuracy Rating
(10–20)% increased Stun Duration
(35–50)% increased Melee Damage against Heavy Stunned enemies
Adds 1 to 4 Physical Damage to Attacks
+(20–30) to Strength
Skills gain a Base Life Cost equal to 10% of Base Mana Cost
Deal your Thorns Damage to Enemies you Stun with Melee Attacks
(24–35) to (35–53) Physical Thorns damage
+20 to Armour
(5–15)% increased Rarity of Items found
+(20–30) to Strength
Every Rage also grants 1% increased Armour
Gain 1 Rage on Melee Hit
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Cannot be used while Manifested
Manifested Dancing Dervishes die when Rampage ends
Melee Hits count as Rampage Kills
Rampage
Grants Skill: Spear Throw
Adds (2–3) to (6–8) 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
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
Adds (10–15) to (21–26) Physical Damage
+100 to Evasion Rating
(10–20)% increased Attack Speed
(30–60)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
(30–60)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup
All Damage from Hits with this Weapon Contributes to Chill Magnitude
Grants Skill: Level 15 Crackling Palm
(1–111)% increased Evasion and Energy Shield
(1–11)% increased Attack Speed
+(1–33)% to Lightning Resistance
Adds 1 to (77–111) Lightning Damage to Unarmed Melee Hits
+(0.1–1.1)% to Unarmed Melee Attack Critical Hit Chance
use thunderfist art variation [1]
Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
Strike with a forceful blow, knocking enemies back and weakening their Armour.
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
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.
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.
Supports Melee Attacks, causing them to grant Rage on Hit.
Supports Melee Attacks, causing them to grant Rage on Hit. Supported Skills have signficantly higher Attack speed while you are not at maximum Rage.
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.
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.
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.
[DNT-UNUSED] Bring your axe down in a sweeping slash, creating a slash along a line in the ground, with a chance to cause bleeding.
[DNT-UNUSED] Step forward and swing your axe, knocking enemies back to drag them with your attack.
[DNT-UNUSED] Leap back before dashing forward, taking out enemies in a path.
[DNT-UNUSED] Perform a slashing attack that moves you through the battlefield, slicing all around you.
[DNT-UNUSED] Advance forward, striking enemies around you with whirling swings of your flail.
[DNT-UNUSED] Ready your axe as it charges with flame, then swing in a massive flaming arc, sending out a slow wave of fire.
Shapeshift into a bear and swipe with your claws. Hitting enemies generates rage.
While active, gains Energy when you kill enemies with Melee Attacks and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Stun enemies with Melee Attacks and triggers socketed spells on reaching maximum Energy.
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
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.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants Purple Flames of Chayula for a duration.
While active, gains Energy when you kill an enemy with a Melee Attack. 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.
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
[DNT] Modifiers to Melee damage also apply to Spell damage for supported skill
[DNT] Modifiers to Melee damage also apply to Projectile damage for supported skill
Supports Melee Attack Skills. Supported Skills deal more Damage while you have a lower percentage of your Life remaining than the target struck, but less Damage when the reverse is true.
Supports Melee Attack Skills. Supported Skills deal more Melee Damage for each Elemental Ailment on Enemies they hit, but cannot themselves inflict Elemental Ailments.
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.
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.
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.
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.
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.
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.
[DNT-UNUSED] Spellblade
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.
Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
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.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
Lesser Essence of Abrasion
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds (4–6) to (7–11) Physical Damage
Two Handed Melee Weapon or Crossbow: Adds (5–8) to (10–15) Physical Damage
Lesser Essence of Flames
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds (4–6) to (7–10) Fire Damage
Two Handed Melee Weapon or Crossbow: Adds (6–9) to (10–16) Fire Damage
Lesser Essence of Ice
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds (3–5) to (6–9) Cold Damage
Two Handed Melee Weapon or Crossbow: Adds (5–8) to (9–14) Cold Damage
Lesser Essence of Electricity
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds 1 to (13–19) Lightning Damage
Two Handed Melee Weapon or Crossbow: Adds (1–2) to (19–27) Lightning Damage
Essence of Abrasion
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds (10–15) to (18–26) Physical Damage
Two Handed Melee Weapon or Crossbow: Adds (14–21) to (25–37) Physical Damage
Essence of Flames
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds (20–24) to (32–37) Fire Damage
Two Handed Melee Weapon or Crossbow: Adds (30–37) to (45–56) Fire Damage
Essence of Ice
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds (17–20) to (26–32) Cold Damage
Two Handed Melee Weapon or Crossbow: Adds (25–30) to (38–46) Cold Damage
Essence of Electricity
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds (1–3) to (55–60) Lightning Damage
Two Handed Melee Weapon or Crossbow: Adds (1–4) to (80–88) Lightning Damage
Greater Essence of Abrasion
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds (16–24) to (28–42) Physical Damage
Two Handed Melee Weapon or Crossbow: Adds (23–35) to (39–59) Physical Damage
Greater Essence of Flames
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds (35–44) to (56–71) Fire Damage
Two Handed Melee Weapon or Crossbow: Adds (56–70) to (84–107) Fire Damage
Greater Essence of Ice
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds (31–38) to (47–59) Cold Damage
Two Handed Melee Weapon or Crossbow: Adds (46–57) to (70–88) Cold Damage
Greater Essence of Electricity
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
One Handed Melee Weapon or Bow: Adds (1–6) to (85–107) Lightning Damage
Two Handed Melee Weapon or Crossbow: Adds (1–8) to (128–162) Lightning Damage
Perfect Essence of Abrasion
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
One Handed Melee Weapon or Bow: Gain (15–20)% of Damage as Extra Physical Damage
Two Handed Melee Weapon or Crossbow: Gain (25–33)% of Damage as Extra Physical Damage
Perfect Essence of Flames
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
One Handed Melee Weapon or Bow: Gain (15–20)% of Damage as Extra Fire Damage
Two Handed Melee Weapon or Crossbow: Gain (25–33)% of Damage as Extra Fire Damage
Perfect Essence of Ice
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
One Handed Melee Weapon or Bow: Gain (15–20)% of Damage as Extra Cold Damage
Two Handed Melee Weapon or Crossbow: Gain (25–33)% of Damage as Extra Cold Damage
Perfect Essence of Electricity
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
One Handed Melee Weapon or Bow: Gain (15–20)% of Damage as Extra Lightning Damage
Two Handed Melee Weapon or Crossbow: Gain (25–33)% of Damage as Extra Lightning Damage
Perfect Essence of Battle
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
One Handed Melee Weapon or Bow: +4 to Level of all Attack Skills
Two Handed Melee Weapon or Crossbow: +6 to Level of all Attack Skills
Boar Talisman
Stack Size: 1 / 10
Gloves: Gain 1 Rage on Melee Hit
Sceptres: Allies in your Presence Regenerate 8 Life per second
Place into an empty Rune Socket in Gloves or a Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Rough Sharpening Stone
(11–15)% increased Melee Damage
Standard Sharpening Stone
(16–20)% increased Melee Damage
Fine Sharpening Stone
(21–25)% increased Melee Damage
Obsidian Sharpening Stone
(26–30)% increased Melee Damage
Long Quarterstaff
Physical Damage: 9-18
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 4, 9 Dex
16% increased Melee Strike Range with this weapon
Reaching Quarterstaff
Physical Damage: 35-72
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 45, 63 Dex, 26 Int
16% increased Melee Strike Range with this weapon
Striking Quarterstaff
Physical Damage: 53-111
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 77, 127 Dex, 50 Int
16% increased Melee Strike Range with this weapon
75% increased Melee Damage with Spears while Surrounded
40% increased Projectile Damage with Spears while there are no Enemies within 3m
6% increased Attack Speed with One Handed Melee Weapons
15% increased Accuracy Rating with One Handed Melee Weapons
+10 to Strength and Dexterity
40% increased Critical Damage Bonus with One Handed Melee Weapons
25% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently
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
Melee Attack Skills have +1 to maximum number of Summoned Totems
20% increased Totem Placement range
32% increased Spell Damage while wielding a Melee Weapon
+10 to Dexterity
+30 to Accuracy Rating
8% increased Melee Attack Speed
20% increased Melee Damage
25% increased Melee Damage against Immobilised Enemies
40% increased Melee Damage with Hits at Close Range
8% increased Melee Attack Speed
+10 to Dexterity
16% increased Accuracy Rating with One Handed Melee Weapons
16% increased Accuracy Rating with Two Handed Melee Weapons
+2 to Melee Strike Range
15% increased Melee Damage
15% increased Stun Buildup with Melee Damage
+15 to Strength
25% increased Melee Damage
+2 to Melee Strike Range
melee critical strike chance +% when on full life [20]
30% increased Melee Damage when on Full Life
16% increased Attack Speed if you haven't Attacked Recently
25% increased Armour if you've Hit an Enemy with a Melee Attack Recently
50% increased Melee Damage against Immobilised Enemies
20% increased Melee Damage
40% increased Melee Damage against Heavy Stunned enemies
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
30% increased Stun Buildup with Melee Damage
Projectiles deal 75% increased Damage against Heavy Stunned 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
10% increased Stun Buildup
16% increased Melee Damage
+10 to Strength
Ascendancy: Invoker
Character: Monk
Grants Skill: Elemental Expression
Trigger Elemental Expression on Melee Critical Hit
Melee
Melee Attacks are those that directly hit with a melee Strike or a Slam, dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.

Any Projectiles these attacks create do not count as Melee damage.
Skill Gem /70
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Strike with a forceful blow, knocking enemies back and weakening their Armour.
Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it. The Totem cannot create Jagged Ground.
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.
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
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.
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
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.
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.
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
Perform a circular slash that kicks up a Whirlwind around you, Slowing enemies and Blinding them in its area of effect. Leaving the area collapses the storm, dealing damage and causing Knockback.
[DNT-UNUSED] Bring your axe down in a sweeping slash, creating a slash along a line in the ground, with a chance to cause bleeding.
[DNT-UNUSED] Step forward and swing your axe, knocking enemies back to drag them with your attack.
Advance while hitting enemies around you with a series of spinning Strikes.
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
[DNT-UNUSED] Leap back before dashing forward, taking out enemies in a path.
[DNT-UNUSED] Perform a slashing attack that moves you through the battlefield, slicing all around you.
[DNT-UNUSED] Perform two upwards slashes, causing massive claw marks in the ground.
[DNT-UNUSED] Advance forward, striking enemies around you with whirling swings of your flail.
[DNT-UNUSED] Ready your axe as it charges with flame, then swing in a massive flaming arc, sending out a slow wave of fire.
Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
Dash to an enemy and Strike them, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Dash to an enemy and Strike them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.
Shapeshift into a bear and swipe with your claws. Hitting enemies generates rage.
[DNT-UNUSED] Make alot of fire
[DNT-UNUSED] Not a claw attack, more like a bite
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
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.
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.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
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.
Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
Perform an Unarmed Strike.
Strike with your Quarterstaff.
Strike with your Flail.
Strike with your Sword.
Strike with your Swords.
Strike with your Sword.
Strike with your Axe.
Strike with your Axes.
Strike with your Axe.
Strike with your Mace.
Strike with your Maces.
Strike with your Mace.
Strike with your Claw.
Strike with your Claws.
Strike with your Dagger.
Strike with your Daggers.
Strike your foes down with a powerful blow using a melee weapon.
Jump into the air, damaging enemies where you land.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants Purple Flames of Chayula for a duration.
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
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.
Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
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.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
Skill Gem Quality /1
+(0–4) to Melee Strike Range
Support Gem /16
Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
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.
Supports Melee Attacks, causing them to grant Rage on Hit.
Supports Melee Attacks, causing them to grant Rage on Hit. Supported Skills have signficantly higher Attack speed while you are not at maximum Rage.
[DNT] Modifiers to Melee damage also apply to Spell damage for supported skill
[DNT] Modifiers to Melee damage also apply to Projectile damage for supported skill
Supports Melee Attack Skills. Supported Skills deal more Damage while you have a lower percentage of your Life remaining than the target struck, but less Damage when the reverse is true.
Supports Melee Attack Skills. Supported Skills deal more Melee Damage for each Elemental Ailment on Enemies they hit, but cannot themselves inflict Elemental Ailments.
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.
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.
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.
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.
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.
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.
[DNT-UNUSED] Spellblade
Item mods /15
NameLevelPre/SufDescriptionWeight
of Combat5Suffix+1 to Level of all Melee Skills attackgloves 1
amulet 1
default 0
of Dueling41Suffix+2 to Level of all Melee Skills attackgloves 1
amulet 1
default 0
of Battle75Suffix+3 to Level of all Melee Skills attackamulet 1
default 0
of Combat2Suffix+1 to Level of all Melee Skills attackranged 0
spear 1
one_hand_weapon 1
default 0
of Dueling18Suffix+2 to Level of all Melee Skills attackranged 0
spear 1
one_hand_weapon 1
default 0
of Conflict36Suffix+3 to Level of all Melee Skills attackranged 0
spear 1
one_hand_weapon 1
default 0
of Battle55Suffix+4 to Level of all Melee Skills attackranged 0
spear 1
one_hand_weapon 1
default 0
of War81Suffix+5 to Level of all Melee Skills attackranged 0
spear 1
one_hand_weapon 1
default 0
of Combat2Suffix+2 to Level of all Melee Skills attackranged 0
two_hand_weapon 1
default 0
of Dueling18Suffix+3 to Level of all Melee Skills attackranged 0
two_hand_weapon 1
default 0
of Conflict36Suffix+4 to Level of all Melee Skills attackranged 0
two_hand_weapon 1
default 0
of Battle55Suffix+(5–6) to Level of all Melee Skills attackranged 0
two_hand_weapon 1
default 0
of War81Suffix+7 to Level of all Melee Skills attackranged 0
two_hand_weapon 1
default 0
1Corrupted+1 to Level of all Melee Skills attackgloves 1
1Corrupted(10–20)% increased Melee Strike Range with this weapon attackmace 1
warstaff 1
Monsters mods /9
NameLevelPre/SufDescriptionWeight
1Unique-5 to Melee Strike Range
spell maximum action distance +% [-40]
stance movement speed +% final [0]
1Unique+2 to Melee Strike Range
1UniqueReflects (10–20) to Cold Damage to Melee Attackers damage elemental cold
1Unique10% increased Damage taken from Melee Attacks attack
1Unique20% increased Damage taken from Melee Attacks attack
1UniqueMelee Attacks Poison on Hit poison chaos attack ailment
1UniqueMelee Hits have 50% chance to Fortify attack
1Uniqueuse melee pattern range [-1]
1Unique+7 to Melee Strike Range
attack maximum action distance + [3]
Heist Equipment mods /8
NameLevelPre/SufDescriptionWeight
1Unique(11–15)% increased Melee Damage damage attack
1Unique(16–20)% increased Melee Damage damage attack
1Unique(21–25)% increased Melee Damage damage attack
1Unique(26–30)% increased Melee Damage damage attack
Robber's1Prefix(21–25)% increased Melee Damage damage attack
Ruffian's45Prefix(26–30)% increased Melee Damage damage attack
Thug's75Prefix(31–35)% increased Melee Damage damage attack
Enforcer's81Prefix(36–40)% increased Melee Damage damage attack
Misc mods /32
NameLevelDomainPre/SufDescriptionWeight
1FlaskUnique(7–10)% more Melee Physical Damage during effect damage physical attack
1FlaskUniqueAdds Knockback to Melee Attacks during Effect attack
Clashing1JewelPrefix(5–15)% increased Melee Damage damage attackstrjewel 1
default 0
of Raging1JewelSuffixGain 1 Rage on Melee Hitstrjewel 1
default 0
Retreating1JewelPrefix(10–20)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds damage attackdexjewel 1
default 0
Engaging1JewelPrefix(10–20)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds damage attackdexjewel 1
default 0
Clashing1JewelPrefix(1–2)% increased Melee Damage damage attackstr_radius_jewel 1
default 0
of Raging1JewelSuffixGain 1 Rage on Melee Hitstr_radius_jewel 1
default 0
Retreating1JewelPrefix(2–3)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds damage attackdex_radius_jewel 1
default 0
Engaging1JewelPrefix(2–3)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds damage attackdex_radius_jewel 1
default 0
1JewelUnique+2 to Melee Strike Range attack
Brawling1JewelUnique(14–16)% increased Melee Physical Damage with Unarmed Attacks damage physical attack
of Combat1JewelUnique(10–12)% increased Melee Damage damage attack
Bandit's1JewelUnique(4–6)% increased Attack Speed with One Handed Melee Weapons attack speed
Warrior's1JewelUnique(4–6)% increased Attack Speed with Two Handed Melee Weapons attack speed
Furious1JewelUnique(6–8)% increased Unarmed Attack Speed with Melee Skills attack speed
Harming1JewelUnique(14–18)% increased Critical Hit Chance with One Handed Melee Weapons attack critical
Sundering1JewelUnique(14–18)% increased Critical Hit Chance with Two Handed Melee Weapons attack critical
of Weight1JewelUnique(10–14)% increased Melee Critical Hit Chance attack critical
Piercing1JewelUnique(15–18)% increased Critical Damage Bonus with One Handed Melee Weapons damage attack critical
Rupturing1JewelUnique+(15–18)% to Critical Damage Bonus with Two Handed Melee Weapons damage attack critical
1JewelUnique+(6–8)% to Melee Critical Damage Bonus while holding a Shield damage attack critical
of Demolishing1JewelUnique+(12–15)% to Melee Critical Damage Bonus damage attack critical
1JewelUnique+(3–4) to Melee Strike Range while Unarmed attack
1JewelUniqueMelee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers
local jewel effect base radius [1200]
attack
1JewelUniqueMelee Hits have 10% chance to Fortify attack
1JewelUnique1% increased Evasion Rating per 3 Dexterity Allocated in Radius
1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius
1% increased Melee Physical Damage with Unarmed Attacks per 3 Dexterity Allocated in Radius
local jewel effect base radius [1500]
defences damage physical attack
1JewelUniqueDexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus
local jewel effect base radius [1200]
damage physical attack
1AbyssUniqueGain 1 Rage on Melee Hit
Ulaman's65AbyssPrefix(61–79)% increased Spell Damage while wielding a Melee Weapon caster
Ulaman's65AbyssPrefixMelee Attack Skills have +1 to maximum number of Summoned Totems
Kurgal's65AbyssPrefix(60–79)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
Item /7
Striking Quarterstaff
Physical Damage: 53-111
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 77, 127 Dex, 50 Int
16% increased Melee Strike Range with this weapon
Reaching Quarterstaff
Physical Damage: 35-72
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 45, 63 Dex, 26 Int
16% increased Melee Strike Range with this weapon
Long Quarterstaff
Physical Damage: 9-18
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 4, 9 Dex
16% increased Melee Strike Range with this weapon
Rough Sharpening Stone
(11–15)% increased Melee Damage
Standard Sharpening Stone
(16–20)% increased Melee Damage
Fine Sharpening Stone
(21–25)% increased Melee Damage
Obsidian Sharpening Stone
(26–30)% increased Melee Damage
Unique /11
+(60–100) to maximum Life
+(60–100) to Stun Threshold
Cannot Evade Enemy Attacks
250% of Melee Physical Damage taken reflected to Attacker
Regenerate 5% of maximum Life per second while Surrounded
50% increased Armour and Evasion
Adds (2–3) to (5–6) Physical Damage to Attacks
+(30–50) to maximum Life
(4–8)% increased Attack Speed
Strength can satisfy other Attribute Requirements of Melee Weapons and Melee Skills
+20 to Armour
(5–15)% increased Rarity of Items found
+(20–30) to Dexterity
Gain 1 Rage on Melee Hit
Every Rage also grants 1% increased Stun Threshold
Adds (30–36) to (75–81) Physical Damage
+(50–100) to Accuracy Rating
(10–20)% increased Stun Duration
(35–50)% increased Melee Damage against Heavy Stunned enemies
Adds 1 to 4 Physical Damage to Attacks
+(20–30) to Strength
Skills gain a Base Life Cost equal to 10% of Base Mana Cost
Deal your Thorns Damage to Enemies you Stun with Melee Attacks
(24–35) to (35–53) Physical Thorns damage
+20 to Armour
(5–15)% increased Rarity of Items found
+(20–30) to Strength
Every Rage also grants 1% increased Armour
Gain 1 Rage on Melee Hit
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Cannot be used while Manifested
Manifested Dancing Dervishes die when Rampage ends
Melee Hits count as Rampage Kills
Rampage
Grants Skill: Spear Throw
Adds (2–3) to (6–8) 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
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
Adds (10–15) to (21–26) Physical Damage
+100 to Evasion Rating
(10–20)% increased Attack Speed
(30–60)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
(30–60)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup
All Damage from Hits with this Weapon Contributes to Chill Magnitude
Grants Skill: Level 15 Crackling Palm
(1–111)% increased Evasion and Energy Shield
(1–11)% increased Attack Speed
+(1–33)% to Lightning Resistance
Adds 1 to (77–111) Lightning Damage to Unarmed Melee Hits
+(0.1–1.1)% to Unarmed Melee Attack Critical Hit Chance
use thunderfist art variation [1]
Passive /22
75% increased Melee Damage with Spears while Surrounded
40% increased Projectile Damage with Spears while there are no Enemies within 3m
6% increased Attack Speed with One Handed Melee Weapons
15% increased Accuracy Rating with One Handed Melee Weapons
+10 to Strength and Dexterity
40% increased Critical Damage Bonus with One Handed Melee Weapons
25% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently
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
Melee Attack Skills have +1 to maximum number of Summoned Totems
20% increased Totem Placement range
32% increased Spell Damage while wielding a Melee Weapon
+10 to Dexterity
+30 to Accuracy Rating
8% increased Melee Attack Speed
20% increased Melee Damage
25% increased Melee Damage against Immobilised Enemies
40% increased Melee Damage with Hits at Close Range
8% increased Melee Attack Speed
+10 to Dexterity
16% increased Accuracy Rating with One Handed Melee Weapons
16% increased Accuracy Rating with Two Handed Melee Weapons
+2 to Melee Strike Range
15% increased Melee Damage
15% increased Stun Buildup with Melee Damage
+15 to Strength
25% increased Melee Damage
+2 to Melee Strike Range
melee critical strike chance +% when on full life [20]
30% increased Melee Damage when on Full Life
16% increased Attack Speed if you haven't Attacked Recently
25% increased Armour if you've Hit an Enemy with a Melee Attack Recently
50% increased Melee Damage against Immobilised Enemies
20% increased Melee Damage
40% increased Melee Damage against Heavy Stunned enemies
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
30% increased Stun Buildup with Melee Damage
Projectiles deal 75% increased Damage against Heavy Stunned 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
10% increased Stun Buildup
16% increased Melee Damage
+10 to Strength
Ascendancy Passive /1
Ascendancy: Invoker
Character: Monk
Grants Skill: Elemental Expression
Trigger Elemental Expression on Melee Critical Hit
Timeless Jewel Passive /4
Second Sight
Maraketh Keystone
You are Blind
Blind does not affect your Light Radius
25% more Melee Critical Hit Chance while Blinded
Speak not, but listen, for danger reveals itself on the wind.
Rigwald's Might
Eternal Notable
80% increased Melee Physical Damage
Rune Knight
Kalguuran Notable
40% increased Melee Damage
Vorana's Fury
Kalguuran Notable
40% increased Projectile Damage
Gain 1 Rage on Melee Hit
Timeless Jewel Passive Additions /3
FactionCategoryShow Full DescriptionsCode
KaruiNotable
20% increased Melee Damagekarui_notable_add_melee_damage
KaruiNotable
30% increased Melee Critical Hit Chancekarui_notable_add_melee_crit_chance
KaruiNotable
+15% to Melee Critical Damage Bonuskarui_notable_add_melee_crit_multi
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