Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
Name | Show Full Descriptions |
---|---|
ID | chaos4 |
Icon | Art/2DArt/SkillIcons/WitchBoneStorm.png |
PassiveSkillsHash | 25851 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
Name | Show Full Descriptions |
---|---|
ID | chaos6 |
Icon | Art/2DArt/SkillIcons/WitchBoneStorm.png |
PassiveSkillsHash | 52695 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
Name | Show Full Descriptions |
---|---|
ID | chaos8 |
Icon | Art/2DArt/SkillIcons/WitchBoneStorm.png |
PassiveSkillsHash | 57230 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
Name | Show Full Descriptions |
---|---|
ID | physical6 |
Icon | Art/2DArt/SkillIcons/WitchBoneStorm.png |
PassiveSkillsHash | 12851 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
Name | Show Full Descriptions |
---|---|
ID | physical9 |
Icon | Art/2DArt/SkillIcons/WitchBoneStorm.png |
PassiveSkillsHash | 37608 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Physical Damage
(7–12)% increased Physical Damage
Physical Damage Attr /6
Name | Value |
---|---|
Source | Timeless Jewel |
Code | vaal_small_physical_damage |
Icon | Art/2DArt/SkillIcons/passives/VaalOffensive.png |
Name | Physical Damage |
Weight | 75 |
Stats |
Physical Ref /209
Physical Damage
Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
+(30–50)% to Fire Resistance
(30–50)% reduced Ignite Duration on you
local weapon implicit hidden % base damage is fire [50]
+(10–20) to Strength
+(20–30)% to Fire Resistance

+200 Intelligence Requirement
+100 Strength Requirement
(250–350)% increased Physical Damage
(10–20)% increased Attack Speed
+(2–4) to Level of all Lightning Skills
+5% to Critical Hit Chance
Culling Strike against Frozen Enemies
+(5–7) to all Attributes
+(50–100) to all Attributes
Has (1–3) Charm Slot
+(100–140) to Armour
+(20–30) to Strength
(10–20) Life Regeneration per second
Defend with 200% of Armour
Maximum Physical Damage Reduction is 50%
(10–20)% increased Movement Speed
+(40–60) to maximum Life
+(60–80) to Stun Threshold
+25% to Thorns Critical Hit Chance
(120–160)% increased Physical Damage
+(50–70) to Accuracy Rating
(20–30)% increased Projectile Speed
Projectiles Split towards +2 targets
+(15–25) to Evasion Rating
(10–15)% increased Critical Damage Bonus
(60–100)% increased Armour
(20–30)% increased Critical Damage Bonus
Critical Hits inflict Impale
Critical Hits cannot Extract Impale
+(100–150) to maximum Energy Shield
Lose 5 Life when you use a Skill
+(40–80) to maximum Life
10% increased Rarity of Items found
+(10–15)% to Critical Damage Bonus
(10–15)% increased Attack Speed
+(20–30)% to Critical Damage Bonus
10% increased Attack Speed
Gain 3 Life per Enemy Killed
10% increased Attack Speed
Lose 3 Mana per Enemy Killed
No Physical Damage
+(30–50) to Accuracy Rating
+20% to Fire Resistance
100% increased chance to Ignite
30% increased Light Radius
+(20–30) to Dexterity
+(20–30)% to Fire Resistance
+(40–60) to maximum Life
+(20–30)% to Fire Resistance
(-15–-10)% to Cold Resistance

(20–30)% increased Block chance
+(13–17)% to Chaos Resistance
(5–10) Life Regeneration per second
Inflict Corrupted Blood for 5 seconds on Block, dealing 50% of
your maximum Life as Physical damage per second
your maximum Life as Physical damage per second
Causes (30–50)% increased Stun Buildup
(80–120)% increased Physical Damage
+(10–15) to Strength
Gain (10–20) Life per Enemy Killed
Slam Skills you use yourself cause Aftershocks
(10–15)% increased Attack Speed
Causes (30–50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
(10–15)% increased Attack Speed
All damage with this Weapon causes Electrocution buildup
Strikes deal Splash damage to targets within 1.5 metres
All Attacks count as Empowered Attacks
Cannot use Warcries
+50 Dexterity Requirement
-15 Strength Requirement
(80–120)% increased Physical Damage
50% increased Attack Speed
(15–25)% increased Light Radius
+100 Intelligence Requirement
+(80–100) to maximum Mana
+50 to Spirit
Increases and Reductions to Minion Damage also affect you
(100–150)% increased Physical Damage
+(10–15) to all Attributes
Gain 30 Life per Enemy Killed
This Weapon's Critical Hit Chance is 100%
Critical Hits do not deal extra Damage
Enemies in your Presence are Intimidated
+(20–30) to Strength
(10–15)% reduced Attack Speed

No Physical Damage
(15–30)% increased Attack Speed
(50–100)% increased chance to Shock

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

(150–200)% increased Physical Damage
(10–15)% reduced Attack Speed
+(15–30) to Strength
Strikes deal Splash damage to targets within 1.5 metres
Knocks Back Enemies on Hit
Cannot use Projectile Attacks

+(100–150) to Accuracy Rating
10% increased Attack Speed
(20–30)% increased Projectile Speed with this Weapon

Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
+(4–6)% to Critical Hit Chance
Arrows Fork
Grants 1 additional Skill Slot
(15–25)% increased Rarity of Items found
+(17–23)% to Chaos Resistance
Lose 5% of maximum Life per second
+(75–150) to maximum Energy Shield
(60–100)% increased Spell Damage
+(80–100) to maximum Mana
15% reduced Cast Speed
(20–30)% reduced Enemy Stun Threshold
+(150–200) to Armour
(20–30)% increased Projectile Speed
+(15–25)% to Block chance

+(10–20)% to Critical Hit Chance
+(15–25) to Intelligence
10% of Skill Mana Costs Converted to Life Costs
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Supports Travel skills, causing your footsteps to crack the earth and emit damaging shockwaves while using the skill.
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
Supports Ranged Spear Attacks. Supported Skills create Caltrops when Projectiles they create reach the end of their flight.
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills Break Armour against Parried Enemies.
Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
Supports Physical skills, granting them an additional level.
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.
Perform a damaging warcry, Knocking Back nearby enemies. If a Heavy Stunned enemy is hit, your next Slam is Empowered to perform an additional Aftershock. If not, this skill's cooldown is reset. Only counts Heavily Stunned enemies for purposes of counting Power Gained.
Slam the ground, creating a winding fissure that deals damage as it travels and remains for a duration. Using a different Slam on a fissure will cause an Aftershock, which spreads to all connected fissures.
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.
Raise a Totem that uses socketed Mace Skills. Cannot use Channelling Skills or Skills with Cooldowns.
Charge up your weapon while channelling. Releasing the moment you fully charge will release a wave of Fire.
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
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.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the ice fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
Leap forward into the air and fire downward. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Fire a Lightning-infused arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a nova of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated.
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 Lightning 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 a nova of frost and leave Chilled Ground.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
While active, scatters caltrops in your wake when you dodge.
Cause a Corpse to violently explode, damaging surrounding enemies.
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
Infuse 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.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness.
Batter enemies at range by generating a gust of wind as you swing. Enemies will be Knocked Back based on how close they are to you.
Flip backwards and send forth a Freezing wave in front of you.
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 with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
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 with an Unarmed Attack. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff and Unarmed Attacks to also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, consumes their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
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 that deals Attack damage but does not use your weapon's damage. This skill can be used while using other skills.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking to perform a Shield Bash that damages and Stuns 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.
Load your Crossbow with Piercing bolts that can consume Fully Broken Armour on enemies to deal extra damage.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode.
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target.
Load your Crossbow with a large clip of heavily modified bolts that cause Heat to build up on your crossbow, before unleashing a stream of flaming bolts that gain Fire Damage based on your Heat. Heat also grants bonus damage to Grenades you fire, but dissipates rapidly when not building up. Using this skill again reloads the clip.
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies.
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location unless the bolt hits an enemy. The ice shards shatter when enemies step on them, dealing damage to nearby enemies. Using this skill again reloads the clip.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Load your Crossbow with a clip of charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. Using this skill again reloads the clip.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this skill again reloads the clip.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this skill again reloads the clip.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
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-infused 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.
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding 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.
Grants your weapon Infusion. Non-Melee Projectile Attacks with that weapon Consume Infusions to Infuse the Projectiles fired, causing them to explode at the end of their flight.
Mastery: Breach
20% increased Physical Damage
Ascendancy: Warbringer
Character: Warrior
Ascendancy: Smith of Kitava
Character: Warrior
Ascendancy: Infernalist
Character: Witch
Ascendancy: Witchhunter
Character: Mercenary
10% chance for Enemies you Kill to Explode, dealing 100%
of their maximum Life as Physical Damage
Chance is doubled against Undead and Demons
of their maximum Life as Physical Damage
Chance is doubled against Undead and Demons
Ascendancy: Acolyte of Chayula
Character: Monk
100% increased chance for Essences found in your Maps to add Speed modifiers
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.