Power Ref /50
Monster Power
Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity:
Normal: 1
Magic: 2
Rare: 5
Unique monsters always have 20 Power.
Normal: 1
Magic: 2
Rare: 5
Unique monsters always have 20 Power.
Requires: Level 33, 48 Str
(10—15)% increased Block chance
(60—100)% increased Armour
+(20—30) to Strength
+(100—150) to Stun Threshold
Requires: Level 62, 64 Str, 64 Dex
+(40—50)% to Cold Resistance
Off-hand Hits inflict Runefather's Challenge
Inflicts Runefather's Challenge on enemies 6 metres in front of you when raised, no more than once every 2 seconds
Requires: Level 67, 134 Str
(240—300)% increased Physical Damage
+(5—8)% to Critical Hit Chance
(14—22)% increased Attack Speed
Rune of Accumulation
Legacy of Olrovasara
Limited to: 1 Aldur's Legacy
Requires: Level 65
One Hand Maces: On Hitting an enemy, gains maximum added Lightning damage equal to
the enemy's Power for 20 seconds, up to a total of 120
the enemy's Power for 20 seconds, up to a total of 120
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Shapeshift into a Bear and roar in defiance, immediately gaining Rage if there are enemies nearby and Empowering subsequent Attacks to Break Armour. Alternatively, socketing a human-form Warcry into this Skill triggers that Warcry instead, and augments its damage and area. This Skill's cooldown can be bypassed by expending an Endurance Charge.
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
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.
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.
Shapeshift into a Wyvern and launch yourself backwards with a powerful wingbeat that Knocks Back enemies. Enemies Primed for Heavy Stun will be stunned, release a shockwave, and have a chance to grant you a Power Charge. This skill can be used while using other skills to interrupt them.
Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
While active, Critical Hits with other skills that kill targets, or hit powerful targets cause you to gain Arctic Petals. Once you have enough Arctic Petals they will be Consumed to create Ice Crystals near the most recent target.
5% of Physical Damage prevented Recouped as Energy Shield per enemy Power
Energy Shield does not Recharge
You cannot Recover Energy Shield from Regeneration
You cannot Recover Energy Shield to above Armour
Energy Shield does not Recharge
You cannot Recover Energy Shield from Regeneration
You cannot Recover Energy Shield to above Armour
Ascendancy: Martial Artist
Character: Monk
100% Surpassing chance per enemy Power to gain
Mountain's Teachings on Immobilising an enemy if
you have the [AscendancyMonk1Notable6|Way of the Mountain] Ascendancy Passive Skill
Mountain's Teachings on Immobilising an enemy if
you have the [AscendancyMonk1Notable6|Way of the Mountain] Ascendancy Passive Skill
stone skin duration ms [0]
stone skin grants attack damage +% final you use yourself [15]
stone skin grants damage reduction life threshold % [30]
stone skin grants damage taken +% final [-40]
stone skin grants stun threshold +% final [50]
Undying Hate: Kulemak
You deal 1% more Damage per 2 total Power of your Undead Minions
Undead Minions have 25% less maximum Life
Undead Minions have 25% less maximum Life
Flasks
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Scarred Faith
5% of Physical Damage prevented Recouped as Energy Shield per enemy Power
Energy Shield does not Recharge
You cannot Recover Energy Shield from Regeneration
You cannot Recover Energy Shield to above Armour
Energy Shield does not Recharge
You cannot Recover Energy Shield from Regeneration
You cannot Recover Energy Shield to above Armour
Charms
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated.
The maximum number of Charm slots is capped at 3.
The maximum number of Charm slots is capped at 3.
Glory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power. Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner, but different Skills can generate Glory from the same Glorious action.
Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner, but different Skills can generate Glory from the same Glorious action.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.



















