Melee
Melee Attr /4
Name | Show Full Descriptions |
---|---|
ID | melee29 |
Icon | Art/2DArt/SkillIcons/passives/MeleeAoENode.png |
PassiveSkillsHash | 9966 |
Tags | isKeystone: 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
Name | Show Full Descriptions |
---|---|
ID | melee66 |
Icon | Art/2DArt/SkillIcons/passives/MeleeAoENode.png |
PassiveSkillsHash | 3720 |
Tags | isKeystone: 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
Name | Show Full Descriptions |
---|---|
ID | melee67 |
Icon | Art/2DArt/SkillIcons/passives/MeleeAoENode.png |
PassiveSkillsHash | 17313 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false |
melee GemTags /169
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
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.
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.
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.
[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.
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
[DNT-UNUSED] Sword Lunge
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.
[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 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.
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.
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.
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.
Strike your foes down with a powerful blow using a melee weapon.
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.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
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 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. Supported Skills that have a chance to Aftershock have increased chance to cause Aftershocks the longer their Attack time.
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 two seconds, but cannot themselves deal Projectile Damage.
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 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 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. Supported Skills build up Heavy Stun more quickly, but cannot themselves Heavy Stun.
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.
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.
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.
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.
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.
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
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
Rampage

Deal no Elemental Damage
Any number of Poisons from this Weapon can affect a target at the same time

(25–35)% increased Projectile Speed with this Weapon
+100 to Evasion Rating
(10–20)% increased Attack Speed
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup

(1–11)% increased Attack Speed
+(1–33)% to Lightning Resistance
use thunderfist art variation [1]
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.
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.
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.
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.
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 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 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.
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
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
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
40% increased Projectile Damage with Spears while there are no Enemies within 3m
20% increased Totem Placement range
melee critical strike chance +% when on full life [20]
30% increased Melee Damage when on Full Life
Mastery: Ultimatum
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
Ascendancy: Invoker
Character: Monk

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.
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.
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.
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.
[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.
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.
Strike with your Quarterstaff.
Strike with your Flail.
Strike with your Sword.
Strike with your Swords.
Strike with your Sword.
Strike with your Mace.
Strike with your Maces.
Strike with your Mace.
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.
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.
Support Gem /16
[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 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
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Combat | 5 | Suffix | +1 to Level of all Melee Skills attack | gloves 1 amulet 1 default 0 |
of Dueling | 41 | Suffix | +2 to Level of all Melee Skills attack | gloves 1 amulet 1 default 0 |
of Battle | 75 | Suffix | +3 to Level of all Melee Skills attack | amulet 1 default 0 |
of Combat | 2 | Suffix | +1 to Level of all Melee Skills attack | ranged 0 spear 1 one_hand_weapon 1 default 0 |
of Dueling | 18 | Suffix | +2 to Level of all Melee Skills attack | ranged 0 spear 1 one_hand_weapon 1 default 0 |
of Conflict | 36 | Suffix | +3 to Level of all Melee Skills attack | ranged 0 spear 1 one_hand_weapon 1 default 0 |
of Battle | 55 | Suffix | +4 to Level of all Melee Skills attack | ranged 0 spear 1 one_hand_weapon 1 default 0 |
of War | 81 | Suffix | +5 to Level of all Melee Skills attack | ranged 0 spear 1 one_hand_weapon 1 default 0 |
of Combat | 2 | Suffix | +2 to Level of all Melee Skills attack | ranged 0 two_hand_weapon 1 default 0 |
of Dueling | 18 | Suffix | +3 to Level of all Melee Skills attack | ranged 0 two_hand_weapon 1 default 0 |
of Conflict | 36 | Suffix | +4 to Level of all Melee Skills attack | ranged 0 two_hand_weapon 1 default 0 |
of Battle | 55 | Suffix | +(5–6) to Level of all Melee Skills attack | ranged 0 two_hand_weapon 1 default 0 |
of War | 81 | Suffix | +7 to Level of all Melee Skills attack | ranged 0 two_hand_weapon 1 default 0 |
1 | Corrupted | +1 to Level of all Melee Skills attack | gloves 1 | |
1 | Corrupted | (10–20)% increased Melee Strike Range with this weapon attack | mace 1 warstaff 1 |
Monsters mods /9
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | -5 to Melee Strike Range spell maximum action distance +% [-40] stance movement speed +% final [0] | ||
1 | Unique | +2 to Melee Strike Range | ||
1 | Unique | Reflects (10–20) to Cold Damage to Melee Attackers damage elemental cold | ||
1 | Unique | 10% increased Damage taken from Melee Attacks attack | ||
1 | Unique | 20% increased Damage taken from Melee Attacks attack | ||
1 | Unique | Melee Attacks Poison on Hit poison chaos attack ailment | ||
1 | Unique | Melee Hits have 50% chance to Fortify attack | ||
1 | Unique | use melee pattern range [-1] | ||
1 | Unique | +7 to Melee Strike Range attack maximum action distance + [3] |
Heist Equipment mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | (11–15)% increased Melee Damage damage attack | ||
1 | Unique | (16–20)% increased Melee Damage damage attack | ||
1 | Unique | (21–25)% increased Melee Damage damage attack | ||
1 | Unique | (26–30)% increased Melee Damage damage attack | ||
Robber's | 1 | Prefix | (21–25)% increased Melee Damage damage attack | |
Ruffian's | 45 | Prefix | (26–30)% increased Melee Damage damage attack | |
Thug's | 75 | Prefix | (31–35)% increased Melee Damage damage attack | |
Enforcer's | 81 | Prefix | (36–40)% increased Melee Damage damage attack |
Misc mods /32
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | (7–10)% more Melee Physical Damage during effect damage physical attack | ||
1 | Flask | Unique | Adds Knockback to Melee Attacks during Effect attack | ||
Clashing | 1 | Jewel | Prefix | (5–15)% increased Melee Damage damage attack | strjewel 1 default 0 |
of Raging | 1 | Jewel | Suffix | Gain 1 Rage on Melee Hit | strjewel 1 default 0 |
Retreating | 1 | Jewel | Prefix | (10–20)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds damage attack | dexjewel 1 default 0 |
Engaging | 1 | Jewel | Prefix | (10–20)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds damage attack | dexjewel 1 default 0 |
Clashing | 1 | Jewel | Prefix | (1–2)% increased Melee Damage damage attack | str_radius_jewel 1 default 0 |
of Raging | 1 | Jewel | Suffix | Gain 1 Rage on Melee Hit | str_radius_jewel 1 default 0 |
Retreating | 1 | Jewel | Prefix | (2–3)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds damage attack | dex_radius_jewel 1 default 0 |
Engaging | 1 | Jewel | Prefix | (2–3)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds damage attack | dex_radius_jewel 1 default 0 |
1 | Jewel | Unique | +2 to Melee Strike Range attack | ||
Brawling | 1 | Jewel | Unique | (14–16)% increased Melee Physical Damage with Unarmed Attacks damage physical attack | |
of Combat | 1 | Jewel | Unique | (10–12)% increased Melee Damage damage attack | |
Bandit's | 1 | Jewel | Unique | (4–6)% increased Attack Speed with One Handed Melee Weapons attack speed | |
Warrior's | 1 | Jewel | Unique | (4–6)% increased Attack Speed with Two Handed Melee Weapons attack speed | |
Furious | 1 | Jewel | Unique | (6–8)% increased Unarmed Attack Speed with Melee Skills attack speed | |
Harming | 1 | Jewel | Unique | (14–18)% increased Critical Hit Chance with One Handed Melee Weapons attack critical | |
Sundering | 1 | Jewel | Unique | (14–18)% increased Critical Hit Chance with Two Handed Melee Weapons attack critical | |
of Weight | 1 | Jewel | Unique | (10–14)% increased Melee Critical Hit Chance attack critical | |
Piercing | 1 | Jewel | Unique | (15–18)% increased Critical Damage Bonus with One Handed Melee Weapons damage attack critical | |
Rupturing | 1 | Jewel | Unique | +(15–18)% to Critical Damage Bonus with Two Handed Melee Weapons damage attack critical | |
1 | Jewel | Unique | +(6–8)% to Melee Critical Damage Bonus while holding a Shield damage attack critical | ||
of Demolishing | 1 | Jewel | Unique | +(12–15)% to Melee Critical Damage Bonus damage attack critical | |
1 | Jewel | Unique | +(3–4) to Melee Strike Range while Unarmed attack | ||
1 | Jewel | Unique | Melee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | Melee Hits have 10% chance to Fortify attack | ||
1 | Jewel | Unique | 1% increased Evasion Rating per 3 Dexterity Allocated in Radius 1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius 1% increased Melee Physical Damage with Unarmed Attacks per 3 Dexterity Allocated in Radius local jewel effect base radius [1500] defences damage physical attack | ||
1 | Jewel | Unique | Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus local jewel effect base radius [1200] damage physical attack | ||
1 | Abyss | Unique | Gain 1 Rage on Melee Hit | ||
Ulaman's | 65 | Abyss | Prefix | (61–79)% increased Spell Damage while wielding a Melee Weapon caster | |
Ulaman's | 65 | Abyss | Prefix | Melee Attack Skills have +1 to maximum number of Summoned Totems | |
Kurgal's | 65 | Abyss | Prefix | (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
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
Long Quarterstaff
Physical Damage: 9-18
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 4, 9 Dex
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
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
Rampage

Deal no Elemental Damage
Any number of Poisons from this Weapon can affect a target at the same time

(25–35)% increased Projectile Speed with this Weapon
+100 to Evasion Rating
(10–20)% increased Attack Speed
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup

(1–11)% increased Attack Speed
+(1–33)% to Lightning Resistance
use thunderfist art variation [1]
Passive /22
40% increased Projectile Damage with Spears while there are no Enemies within 3m
20% increased Totem Placement range
melee critical strike chance +% when on full life [20]
30% increased Melee Damage when on Full Life
Mastery: Ultimatum
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
Ascendancy Passive /1
Ascendancy: Invoker
Character: Monk

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
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.
Brutal Restraint: Nasima



Timeless Jewel Passive Additions /3
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Karui | Notable | 20% increased Melee Damage | karui_notable_add_melee_damage |
Karui | Notable | 30% increased Melee Critical Hit Chance | karui_notable_add_melee_crit_chance |
Karui | Notable | +15% to Melee Critical Damage Bonus | karui_notable_add_melee_crit_multi |
Melee Skills /38
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.