Expedition2RemnantActiveIncursionAtziriActiveShrineActiveStrongboxEssenceRareMonsterAliveSpiritActivatedRogueExile
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
NameShow Full Descriptions
IDchaos6
IconWitchBoneStorm
PassiveSkillsHash52695
TagsisUsed: true
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
NameShow Full Descriptions
IDchaos8
IconWitchBoneStorm
PassiveSkillsHash57230
TagsisUsed: true
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
NameShow Full Descriptions
IDphysical6
IconWitchBoneStorm
PassiveSkillsHash12851
TagsisUsed: true
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
NameShow Full Descriptions
IDphysical9
IconWitchBoneStorm
PassiveSkillsHash37608
TagsisUsed: true
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
NameShow Full Descriptions
IDphysical10
IconWitchBoneStorm
PassiveSkillsHash58002
TagsisUsed: true
physical GemTags /153
BruteShieldCharge
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.
WitchDetonateDead
Cause a Corpse to violently explode, damaging surrounding enemies.
WitchRaiseZombie
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered and also create two additional non-empowered Zombies.
LifeLeechSupport
Supports Attacks, causing their Physical damage to Leech Life.
LifeLeechSupport
Supports Attacks, causing their Physical damage to Leech Life.
LifeLeechSupport
Supports Attacks, causing their Physical damage to Leech Life and preventing Leech gained this way from being removed at full Life.
ManaLeechSupport
Supports Attacks, causing their Physical damage to Leech Mana.
MeleePhysicalDamageSupport
Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
VileDisruption
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. On teleport, the target is destroyed, and the explosion deals Physical damage to surrounding enemies and inflicts Impale.
BruteHeavyStrike
Strike with a forceful blow, knocking enemies back and weakening their Armour.
BloodlustSupport
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
PowerSiphonWeaponSkill
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
WitchBoneOffering
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
WitchWarriorSkeleton
Activate to summon Reviving Skeletal Warriors.
WitchReaverSkeleton
Activate to summon aggressive, Reviving Skeletal Reavers that can enrage on Command. Skeletal Reavers do more Attack Damage and gain increased Attack speed based on their Rage
WitchBruteSkeleton
Activate to summon hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies and Warcry on Command. This Warcry Intimidates nearby enemies and Consumes Freeze on enemies and allies to deal damage in an Area around them.
WitchArcherSkeleton
Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
ThePackLeaderBaseMinionSkill
Summons an ancient Reviving Azmerian Wolf that can howl, calling to spirits convening an Eternal Hunt on Command. It Maims when attacking foes, and can lunge to bite and inflict Bleeding, or howl to inspire nearby allies.
MistRavenSummon
Summons a mysterious undamageable Mist Raven that can be Commanded to dive at target location, crashing through an otherworldly mirror and damaging enemies in an area. The raven grants you a Frenzy Charge for each enemy it Culls.
RoostOfTheRavenKingSwarm
A flock of mist ravens circle you, dealing damage over time in an area. Their numbers are bolstered by slain foes, or in the Presence of dangerous enemies, but the flock as a whole is considered a single minion. You can Command some of them to take flight, leaving the flock to assail your enemies.
ChanceToBleedSupport
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
ChanceToBleedSupport
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
ChanceToBleedSupport
Supports any skill that Hits enemies, causing it to inflict Bleeding.
ChanceToBleedSupport
Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
BrutalitySupport
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
BrutalitySupport
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
BrutalitySupport
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
vulnerability
Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.
RangerPlagueBearerSkill
While active, stores a portion of the Poison Damage you deal. Using this Skill unleashes the stored Poison to damage and Poison enemies around you.
BruteSeismicCry
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
BloodTendrilsSkill
Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
ReapWeaponSkill
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
LineageLifetap
Supports any Skill, turning a portion of its Mana cost into a Life cost. Does not support Skills which reserve Spirit. Supported Skills Gain a portion of their Life cost as extra Physical Damage.
DruidTornado
Create a storm that sucks in enemies and deals Physical damage over time. A Tornado that overlaps an Elemental Ground Surface absorbs that surface's Debuff, applying it to enemies inside the Tornado and causing the Tornado to deal extra damage of that element.
HuntressRapidAssault
Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
HuntressBloodHuntSkillIcon
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.
shadowprojectiles
Fire an arc of knives in front of the caster which deals physical damage.
ScreamingDevastation
Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.
AbsolutionBlast
[DNT] Convene the surrounding earth into an immense boulder to crash down, dealing high damage at the targeted location after a short delay.
holygroundfire
[DNT] Conjure a field of hazardous mushrooms that explode when enemies make contact. The explosion deals Physical damage and leaves a spore cloud that deals Chaos damage over time to enemies that enter the space.
shadowprojectiles
Fire an arc of knives in front of the caster which deals physical damage.
MonkKillingPalm
Dash to an enemy and Strike them, Culling enemies if their life is low enough and performing additional dashing Strikes to other Cullable targets in range if your target was Culled. 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.
ChokingMistsSkillIcon
Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.
DruidSummonWolf
Activate to summon a pack of Wolf Companions. The pack treated as a single Companion for effects that count or limit Companions, regardless of the number of Wolves in the pack.
HandoftheClanSkill
Activate to summon a cackle of Hyena Companions. The cackle is treated as a single Companion for effects that count or limit Companions, regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, Hindering nearby enemies, and have a chance to Maim enemies they Hit.
MonkWindPalm
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun and performing additional dashing Strikes to other Primed targets in range if your first target was Stunned. 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.
WitchBoneStorm
Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.
WitchBoneCage
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
CorrosionSupport
Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
WitchUnearth
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
BruteShieldBlock
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.
BruteResonatingShield
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.
BurstingPlagueSupport
Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
PinSupport
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
PinSupport
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
PinSupport
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
BruteScavengedPlating
While active, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you stacks of Scavenged Plating for a duration based on the enemy's Rarity, and you gain Armour and Thorns per stack. Normal enemies grant 1 stack, Magic enemies grant 2 stacks, Rare enemies grant 5 stacks and Unique enemies grant 10 stacks.
BoneBlastWeaponSkill
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
ShankgonneSkill
Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that Blinds and Ignites enemies in the area you escape from. The explosion will cause any Grenades in its area of effect to also explode.
BruteShieldWall
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.
WarriorShieldingCry
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.
PowerShotPhysical
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
RapidShotPhysical
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.
LineageArmourBreak
Supports any skill, causing Armour Break it inflicts to be stronger. Fully Breaking Armour with Supported Skills permanently increases the Physical Damage taken by those affected, up to a cap.
TheRedemption
Fire a bouncing Grenade that unleashes a shrapnel blast when its fuse expires.
RangerBrewConcoctionPoisonSkill
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
RangerBrewConcoctionBleedSkill
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
DeepCutsSupport
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
DeepCutsSupport
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
CorruptingCrySupport
Supports Warcries, Triggering Corrupted Cry to inflict Corrupted Blood on enemies in their area of effect.
CorruptingCrySupport
Supports Warcries, Triggering Corrupted Cry to inflict Corrupted Blood on enemies in their area of effect.
Paquate
Supports Warcries, Triggering Twisted Pact to inflict Corrupted Blood on enemies in their area of effect., at the cost of your Life.
PhysicalMasterySupport
Supports Physical skills, granting them an additional level. Does not support skills which do not have levels.
MonkVaultingImpact
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
RuptureSupport
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
ArmourBreakSupport
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
ArmourBreakSupport
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
ArmourBreakSupport
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
DazingSupport
Supports Attacks, causing them to build up Daze based on a portion of Physical Damage dealt.
SorceressSummonSandDjinn
Summon Kelari, an invulnerable Sand Djinn Minion, to do your bidding. Kelari will only act when you Command him to do so. Kelari delivers swift Hits with massive Critical Hit potential.
BruteWarbringerEncasedJade
Consume all stacks of Jade to grant Guard based off your maximum Life for each Jade consumed. You cannot gain Jade stacks while you have Guard.
RangerTornadoShotSkill
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 ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
MercShardDespoiler
While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
HeraldOfBloodSkill
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon, but is partially based on their accumulated Blood Loss. The explosion destroys their Corpse if the enemy was Normal or Magic, and has a chance to Aggravate Bleeding.
WitchRavenousSwarm
While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and Poison enemies.
HeftSupport
Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
BattershoutSupport
Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
InstabilitySupport
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
HaemocrystalsSupport
Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
SpikedGauntletsSupport
Supports Melee Attack Skills. Supported Skills trigger Quill Burst, which deals your Thorns Damage in an Area around the target struck. Quill Burst can only be triggered on Hit after you've Retaliated with Thorns Damage.
TitanicArrowsSupport
[DNT-UNUSED] Supports Bow Attacks which impact the ground, triggering stunning novas when they do.
RipSupport
Supports Melee Attack Skills you use or Trigger yourself. 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.
TearSupport
Supports Melee Attacks you use or Trigger yourself. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.
FirstBloodSupport
Supports Attacks. Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.
BloodintheEyesSupport
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
IncisionSupport
Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
CleanseSupport
Supports any Skill you use yourself, causing supported Skill to detonate Volatility that is present on you. Supported Skill can only be used while you have a certain amount of Volatility and cannot support Skills which already have another Condition.
VolatilePowerSupport
Supports Skills which you use yourself. On using Supported Skills while they are Empowered, you gain Volatility.
ImpaleSupport
Supports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.
SeeRedSupport
Supports Attack Skills. Bleeding inflicted with Supported Skills lasts significantly longer, but enemies you inflict Bleeding onto with Supported Skills will move and Attack faster.
UndermineSupport
Supports Attack Skills. Supported Skills Consume Maim on hit, Breaking a percentage of the Maimed target's Armour in doing so. Supported Skills cannot themselves inflict Maim.
OutmaneuverSupport
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills Break Armour against Parried Enemies.
SingleOutSupport
Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
SingleOutSupport
Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
TekarusSnare
[DNT] Supports Mark Skills. Trigger Savage Snare when you Mark enemies with Supported Skills.
TumultSupport
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
MixedMaladiesSupport
Supports Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
BriarpatchSupport
Supports Slam Skills. Supported Skills create Hazardous Brambles on the ground that activate after a duration. Enemies which come in contact with these thorns take damage and are Maimed. A maximum of 20 Brambles are allowed at one time. Does not modify Skills used by Minions or Totems.
Tukohama
Supports Skills which create Totems, causing those Totems to have more Life. Totems created by Supported Skills explode on death, dealing Physical damage based on their Life.
PrimalistBloodBoilsSkillIcon
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
AtzirisContempt
Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.
ChallengersAscentSkill
Leap into the air carried by divine wings, damaging enemies with your spear where you land. If there is a Fragment of Divinity near you or the targeted location, this attack will Consume it when you leap to become Empowered, dealing more damage and granting life and mana recovery. This skill does not use up its Cooldown when empowered.
WildspeakerBearSkill
Call upon a Bear Spirit Companion to maul your foes. The Bear Spirit leaps at enemies to Maim them, Leeches Life with its slam, and periodically roars to Intimidate enemies. The Bear Spirit does not count toward your Companion limit.
HuntressBloodHunt
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
MarkoftheBloodhoundSkillIcon
Mark a target, making them suffer Heavy Stun build up from Blood Loss. The Mark will Activate, Consuming itself to Trigger Blood Explosion, when they are Heavy Stunned, or when they are killed if they suffered enough Blood Loss. The Mark's duration does not expire while the Marked target is suffering Blood Loss.
HuntressBucklerParry
Ready your Buckler to parry the next Hit you would take, 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.
CaltropsOnDodgeSkillIcon
While active, scatters caltrops in your wake when you dodge.
MurkshaftToads
This skill creates a toad that jumps around briefly, then explodes the toad, dealing Attack damage in an area and inflicting Poison. Damage you deal with skill is not based on your Weapon
WardingSteel
While active, stores a percentage of the Physical damage that is prevented by your Armour or other sources of damage reduction. Using this Skill releases the stored damage as a nova of spikes.
DruidEntangle
Conjures a rootbound fissure that crawls forward, damaging enemies in its path. While the fissure persists, vines lash out from it and attach to nearby enemies, damaging and Slowing them.
DruidAwakenedForest
Spur the growth of huge vines, which emerge randomly within the target area. The vines crash to the ground then retreat, targeting nearby enemies if possible.
SkitteringStone
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
SkitteringStone
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
LineageUulNetol
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
RangerToxicDomain
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
DruidBriarpatch
While active, a portion of the Physical Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny Ground that deals Spell damage to moving enemies.
Runeseeker
Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.
PoisonSporesSupport
Supports Plant Skills which Hit enemies. Supported Skills Trigger Toxic Pustule on Hitting an enemy.
Hayoxi
Supports Curse Skills, giving them a short cooldown but causing them to create areas which Curse enemies so long as they are within them. Cursed areas from Supported Skills gather power before erupting in a column of annihilating light after a moderate delay.
DangerousResolveSupport
Supports Channelling Skills you use yourself. While Channelling Supported Skills, periodically gain stages of Deadly Resolve. Expend a stage of Deadly Resolve when an enemy Hits you to Trigger a deadly slash towards that enemy, dealing more damage based on your Armour.
BrittleArmour
Supports Skills which can Hit enemies. Hits with Supported Skills which Freeze enemies cause Physical damage against them to Break their Armour while they remain Frozen.
DazeonCrit
Supports Spells which Hit enemies. Supported Skills Daze on Critically Hitting enemies with Physical damage.
AcolyteOfChayulaSpecialNodeSkill
Build Glory by dealing Chaos damage to enemies. When you have maximum Glory, you can entreat the Dreamer to inhabit you, briefly becoming his Archon.
HimindrygrSkillIcon
Build up Glory by Freezing or Chilling enemies. When you have maximum Glory you may jump backwards loosing your Mace with the force of a falling comet onto your target. The impact releases Fissures and causes stars to fall in the area for a brief period.
FluttermothSkillIcon
While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental Ailments or hit Rare or Unique enemies affected by Elemental Ailments. The swarms are untargetable Minions that pursue nearby enemies to Attack them and infict Faerie Fire on Hit.
Murkmaw
Draws out the latent fears of enemies you kill and Rare or Unique enemies you Hit, turning them into unstable apparitions which charge towards enemies and then explode.
ShieldNightfall1
Hurl your Shield as a Projectile which Returns to you at the end of its flight. While the Shield is in flight, this skill is replaced with Embrace the Fall. This skill's cooldown is skipped if you catch the Shield as it Returns, or destroy an Ice Crystal with the Embrace the Fall.
BruteShieldBlock
[DNT] Raise your Crossbow to Block all incoming Blockable hits. Releasing performs a Kinetic Bash, damaging enemies in front of you dealing more damage based on your Heavy Stun Buildup. While your Crossbow is raised Blocking too much damage may Heavy Stun you.
KnightsFerocity
Supports Shield Skills that Hit enemies, causing those Hits to Crush their targets, additionally causing any Physical Damage Hits against those targets while Crushed to Break their Armour.
ExpeditionRunicInfusion
Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical damage based on their Runic Ward cost. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.
ExpeditionMarkofRepulsion
Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant Knockback to other enemies near the Cursed target, with more Stun buildup based on the Fragility on the target Hit.
ExpeditionVerisiumComet
Build Glory by spending Runic Ward. When you have maximum Glory, you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary Minion. Targeting close to you will cause you to jump back as you cast. Consumes a Verisium Infusion, if possible, to increase the number of Minions summoned .
ExpeditionDetonateLiving
Hit an enemy under the Culling Strike Threshold, causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling Strike Threshold.
AtziriHeraldOfBlood
Killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Damage, but is based on their accumulated Blood Loss. The explosion destroys their Corpse if the enemy was Normal or Magic.
ExpeditionFistofKalguur
Supports Slams you use yourself, allowing them to spend large amounts of Runic Ward to become Runically Boosted. Runically Boosted Slams are Empowered with extra Physical damage and create a rune the first time they hit an enemy. The rune erupts in an Aftershock after a duration. Cannot support Channelling Skills.
ExpeditionExplosiveTransmutation
While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up.
Physical Damage
(712)% increased Physical Damage
Physical Damage Attr /7
NameValue
SourceTimeless Jewel
SourceGlorious Vanity
Codevaal_small_physical_damage
IconArt/2DArt/SkillIcons/passives/VaalOffensive.png
NamePhysical Damage
Weight75
Stats
  • physical_damage_+% Min: 0 Max: 0
  • Physical Ref /391
    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.
    CloakOfFlame
    Requires: Level 22, 37 Int
    +(3050) to maximum Energy Shield
    +(3050)% to Fire Resistance
    (3050)% reduced Ignite Duration on you
    50% of Physical Damage taken as Fire Damage
    25 to 35 Fire Thorns damage
    TheBloodThorn
    Requires: Level 1
    Adds (812) to (1618) Physical Damage
    +(1015) to Strength
    Causes Bleeding on Hit
    (45) to (810) Physical Thorns damage
    Nevermelt
    Requires: Level 1
    No Physical Damage
    Adds (810) to (1518) Cold Damage
    Freezes Enemies that are on Full Life
    TheStake
    Requires: Level 4, 11 Str
    local weapon implicit hidden % base damage is fire [50]
    Adds (46) to (810) Physical Damage
    Adds (46) to (810) Fire Damage
    +(1020) to Strength
    +(2030)% to Fire Resistance
    Hits Break (3050) Armour
    Inflicts Elemental Exposure when this Weapon Fully Breaks Armour
    AtzirisAcuity
    Requires: Level 33, 42 Str
    Grants Skill: Level 9 Herald of the Royal Queen
    (150200)% increased Armour
    +(100150) to maximum Life
    Leech 10% of Physical Attack Damage as Life
    10% of Physical damage dealt by your Hits causes Blood Loss
    Mjolner
    Requires: Level 65, 214 Str, Int 200
    Grants Skill: Level 15 Thundergod's Wrath
    +200 Intelligence Requirement
    +100 Strength Requirement
    (250350)% increased Physical Damage
    (1020)% increased Attack Speed
    +(24) to Level of all Lightning Skills
    Frostbreath
    Requires: Level 10, 21 Str
    Adds (812) to (1620) Physical Damage
    Adds (812) to (1620) Cold Damage
    +5% to Critical Hit Chance
    All Damage from Hits with this Weapon Contributes to Freeze Buildup
    Culling Strike against Frozen Enemies
    Treefingers
    Requires: Level 11, 16 Str
    (3060)% increased Armour
    Adds (610) to (1216) Physical Damage to Attacks
    5% reduced Attack Speed
    +(1520) to Strength
    (2030)% increased Stun Buildup
    Hoghunt
    Requires: Level 1
    Adds (1620) to (2327) Physical Damage
    +15% to Critical Hit Chance
    10% reduced Attack Speed
    +10 to Strength
    Deidbell
    Requires: Level 33, 48 Str
    (60100)% increased Armour
    +(1020) to Strength
    (2030)% increased Warcry Speed
    Warcries Explode Corpses dealing 10% of their Life as Physical Damage
    Warcry Skills have (2030)% increased Area of Effect
    Astramentis
    Requires: Level 24
    +(57) to all Attributes
    +(50100) to all Attributes
    -4 Physical Damage taken from Attack Hits
    Goregirdle
    Requires: Level 24
    Has (13) Charm Slot
    +(140180) to Armour
    +(2030) to Strength
    (1020) Life Regeneration per second
    Defend with 200% of Armour
    Maximum Physical Damage Reduction is 50%
    RyslathasCoil
    Requires: Level 31
    Has (13) Charm Slot
    (1015)% reduced Charm Charges used
    +(80100) to maximum Life
    (3050)% increased Flask Life Recovery rate
    (3040)% more maximum Physical Attack Damage
    (3040)% less minimum Physical Attack Damage
    CatONineTails
    Requires: Level 55
    Has (13) Charm Slot
    20% of Flask Recovery applied Instantly
    +(120200) to maximum Life
    Regenerate 5% of maximum Life per second if you have been Hit Recently
    (2550)% increased Life Recovery rate
    Life Recovery other than Flasks cannot Recover Life to above Low Life
    Gain Physical Thorns damage equal to 8% - 12% of maximum Life
    Ashrend
    Requires: Level 11, 21 Dex
    +(4060) to maximum Life
    +(1020) to Strength
    +(3040)% to Fire Resistance
    Cannot be Ignited
    -10 Physical Damage taken from Attack Hits
    TheRatCage
    Requires: Level 33, 40.5 Dex
    (100150)% increased Evasion Rating
    +300 to maximum Life
    25% reduced Attribute Requirements
    100% of Fire Damage from Hits taken as Physical Damage
    EdyrnsTusks
    Requires: Level 11, 21 Str
    (120160)% increased Armour
    50% chance to inflict Bleeding on Hit
    50% reduced Slowing Potency of Debuffs on You
    (1520) to (2530) Physical Thorns damage
    BellyOfTheBeast
    Requires: Level 33, 31 Str, 31 Dex
    (100150)% increased Armour and Evasion
    +(100150) to maximum Life
    +(100150) to Stun Threshold
    Life Recovery from Flasks is instant
    (2530) to (3540) Physical Thorns damage
    Briarpatch
    Requires: Level 11, 17 Dex
    (1020)% increased Movement Speed
    +(4060) to maximum Life
    +(6080) to Stun Threshold
    +25% to Thorns Critical Hit Chance
    (1015) to (2025) Physical Thorns damage
    Legionstride
    Requires: Level 1
    +(5070) to Armour
    +(5070) to Stun Threshold
    +10% to Block chance
    -10 Physical damage taken from Projectile Attacks
    Splinterheart
    Requires: Level 16, 31 Dex
    (120160)% increased Physical Damage
    +(5070) to Accuracy Rating
    (2030)% increased Projectile Speed
    Projectiles Split towards +2 targets
    RampartRaptor
    Requires: Level 4, 8 Str, 8 Dex
    (2030)% increased Bolt Speed
    (4060)% increased Physical Damage
    (3040)% increased Attack Speed
    30% reduced Reload Speed
    Bolts fired by Crossbow Attacks have 100% chance to not
    expend Ammunition if you've Reloaded Recently
    Northpaw
    Requires: Level 1
    +(1525) to Evasion Rating
    Adds (35) to (810) Physical Damage to Attacks
    (1015)% increased Critical Damage Bonus
    Base Critical Hit Chance for Attacks with Weapons is 7%
    Dreadfist
    Requires: Level 27, 35 Str
    (60100)% increased Armour
    (2030)% increased Critical Damage Bonus
    Critical Hits cannot Extract Impale
    (2031) to (3249) Physical Thorns damage
    Jarngreipr
    Requires: Level 6, 6 Str, 6 Dex
    50% increased Armour and Evasion
    Adds (23) to (56) Physical Damage to Attacks
    +(3050) to maximum Life
    (48)% increased Attack Speed
    Strength can satisfy other Attribute Requirements of Melee Weapons and Melee Skills
    CrownOfThorns
    Requires: Level 1
    +(100150) to maximum Energy Shield
    Lose 5 Life when you use a Skill
    (35) to (610) Physical Thorns damage
    CrownOfThePaleKing
    Requires: Level 16, 15 Str, 15 Int
    (50100)% increased Armour and Energy Shield
    +(4080) to maximum Life
    10% increased Rarity of Items found
    (1015) to (2025) Physical Thorns damage
    BrynhandsMark
    Requires: Level 1
    Adds (1014) to (1620) Physical Damage
    +(3050) to Accuracy Rating
    20% reduced Attack Speed
    +(1020) to Strength
    Causes Double Stun Buildup
    Trenchtimbre
    Requires: Level 16, 31 Str
    Adds (1315) to (2225) Physical Damage
    (2030)% increased Attack Speed
    +(12) to Level of all Minion Skills
    Increases and Reductions to Minion Attack Speed also affect you
    SculptedSuffering
    Requires: Level 22, 41 Str
    +(510)% to Critical Damage Bonus
    Adds (2126) to (2531) Physical Damage
    (1015)% increased Attack Speed
    Breaks Armour equal to 40% of damage from Hits with this weapon
    Fully Armour Broken enemies you kill with Hits Shatter
    Nebuloch
    Requires: Level 55, 97 Str
    Adds (3948) to (6979) Physical Damage
    +(2030)% to Critical Damage Bonus
    Adds (2536) to (4455) Chaos damage
    Take 100 Chaos damage per second per Endurance Charge
    Redbeak
    Requires: Level 1
    Adds (46) to (710) Physical Damage
    10% increased Attack Speed
    Gain 3 Life per enemy killed
    100% increased Attack Damage while on Low Life
    Bluetongue
    Requires: Level 1
    Adds (46) to (710) Physical Damage
    10% increased Attack Speed
    Lose 3 Mana per enemy killed
    100% increased Attack Damage while not on Low Mana
    TheSentry
    Requires: Level 11, 18 Dex, 9 Int
    No Physical Damage
    Adds (2532) to (4050) Fire Damage
    +(3050) to Accuracy Rating
    100% increased Flammability Magnitude
    30% increased Light Radius
    NazirsJudgement
    Requires: Level 28, 41 Dex, 18 Int
    Adds (3036) to (7581) Physical Damage
    +(50100) to Accuracy Rating
    (1020)% increased Stun Duration
    (3550)% increased Melee Damage against Heavy Stunned enemies
    DeathRush
    Requires: Level 26
    +(120160) to Accuracy Rating
    +(75125) to Accuracy Rating
    +(75125) to Evasion Rating
    Leech 5% of Physical Attack Damage as Life
    You gain Onslaught for 4 seconds on Kill
    Requires: Level 36
    Adds 1 to 4 Physical Damage to Attacks
    Adds (57) to (913) Physical Damage to Attacks
    +(2030) to Dexterity
    (1020)% chance to Poison on Hit
    All Damage taken from Hits while Poisoned Contributes to Magnitude of Chill on you
    (1525)% increased Magnitude of Poison you inflict
    PrizedPain
    Requires: Level 48
    Adds 1 to 4 Physical Damage to Attacks
    +(2030) to Strength
    Skills Gain 10% of Mana Cost as Extra Life Cost
    (2435) to (3653) Physical Thorns damage
    (1525)% chance to deal your Thorns Damage to Enemies you Hit with Melee Attacks
    BlisteringBond
    Requires: Level 8
    +(2030)% to Fire Resistance
    +(4060) to maximum Life
    +(2030)% to Fire Resistance
    (-15-10)% to Cold Resistance
    You take Fire Damage instead of Physical Damage from Bleeding
    BloodBarrier
    Requires: Level 16, 25 Dex
    Grants Skill: Parry
    (1015)% increased Block chance
    +(1317)% to Chaos Resistance
    (510) Life Regeneration per second
    Inflict Corrupted Blood for 5 seconds on Block, dealing 50% of
    your maximum Life as Physical damage per second
    Kaltenhalt
    Requires: Level 22, 33 Dex
    Grants Skill: Parry
    (80120)% increased Evasion Rating
    Modifiers to Stun Buildup apply to Freeze Buildup instead for Parry
    100% of Parry Physical Damage Converted to Cold Damage
    25 to 35 Cold Thorns damage
    HrimnorsHymn
    Requires: Level 4, 11 Str
    Causes (2040)% increased Stun Buildup
    (80120)% increased Physical Damage
    +(1015) to Strength
    Gain (1020) Life per enemy killed
    Slam Skills you use yourself cause an additional Aftershock
    Trephina
    Requires: Level 11, 23 Str
    Crushes Enemies on Hit
    Adds (1215) to (2225) Physical Damage
    (1015)% increased Attack Speed
    Causes (3050)% increased Stun Buildup
    Always deals Critical Hits against Heavy Stunned Enemies
    Brainrattler
    Requires: Level 16, 31 Str
    Adds (1822) to (2428) Physical Damage
    Adds 1 to (5055) Lightning Damage
    (1015)% increased Attack Speed
    All damage with this Weapon causes Electrocution buildup
    TheEmptyRoar
    Requires: Level 22, 41 Str
    Adds (2535) to (4050) Physical Damage
    Leeches 10% of Physical Damage as Life
    (1020)% chance to cause Bleeding on Hit
    All Attacks count as Empowered Attacks
    Cannot use Warcries
    Shyaba
    Requires: Level 28, 37 Str, Dex 50
    +50 Dexterity Requirement
    -15 Strength Requirement
    (80120)% increased Physical Damage
    50% increased Attack Speed
    (1525)% increased Light Radius
    ChoberChaber
    Requires: Level 33, 60 Str, Int 100
    +100 Intelligence Requirement
    Adds (5865) to (102110) Physical Damage
    +(80100) to maximum Mana
    +50 to Spirit
    Increases and Reductions to Minion Damage also affect you
    Quecholli
    Requires: Level 38, 68 Str
    Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
    (100150)% increased Physical Damage
    +(1015) to all Attributes
    Gain 30 Life per enemy killed
    Hits with this Weapon have no Critical Damage Bonus
    This Weapon's Critical Hit Chance is 100%
    Bushwack
    Requires: Level 33, 45 Dex
    (1525)% increased Movement Speed
    (5080)% increased Evasion Rating
    +(1020) to Dexterity
    Physical Damage is Pinning
    MaskOfTheHollow
    Requires: Level 5, 7 Dex, 7 Int
    Grants Skill: Level 2 Wildwood's Gifts
    +(6080) to maximum Life
    15% additional Physical Damage Reduction
    Remnants you create affect Allies in your Presence as well as you when collected
    (80100)% increased Reservation Efficiency of Remnant Skills
    Perfidy
    Requires: Level 45, 41 Str, 41 Dex
    (300450)% increased Armour and Evasion
    (1030)% chance to Avoid Physical Damage from Hits
    (1030)% chance to Avoid Fire Damage from Hits
    (1030)% chance to Avoid Cold Damage from Hits
    (1030)% chance to Avoid Lightning Damage from Hits
    (1030)% chance to Avoid Chaos Damage from Hits
    Enemies in your Presence are Intimidated
    Venopuncture
    Requires: Level 36
    Adds 1 to 4 Physical Damage to Attacks
    Adds (57) to (913) Physical Damage to Attacks
    +(2030) to Strength
    All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
    (1020)% chance to inflict Bleeding on Hit
    (1525)% increased Magnitude of Bleeding you inflict
    HeartboundLoop
    Requires: Level 32
    (710)% increased Cast Speed
    Minions have (1015)% increased maximum Life
    (1015) Life Regeneration per second
    (2040)% increased Mana Regeneration Rate
    300 Physical Damage taken on Minion Death
    Minions Revive (1015)% faster
    BreachQuiver
    Requires: Level 65
    (2030)% increased Critical Hit Chance for Attacks
    (1015)% reduced Attack Speed
    Attacks Gain (1020)% of Physical Damage as extra Chaos Damage
    Chaos Damage from Hits also Contributes to Freeze Buildup
    Chaos Damage from Hits also Contributes to Electrocute Buildup
    Skysliver
    Requires: Level 16, 12 Str, 25 Dex
    Grants Skill: Spear Throw
    No Physical Damage
    Adds 1 to (80120) Lightning Damage
    (1530)% increased Attack Speed
    (50100)% increased chance to Shock
    SplinterOfLorrata
    Requires: Level 1
    Grants Skill: Spear Throw
    Adds (23) to (68) Physical Damage
    Deal no Elemental Damage
    20% increased Melee Strike Range with this weapon
    Any number of Poisons from this Weapon can affect a target at the same time
    Always Poison on Hit with this weapon
    DaevatasWind
    Requires: Level 21, 14 Str, 31 Dex
    Grants Skill: Spear Throw
    (2535)% increased Projectile Speed with this Weapon
    Adds (1015) to (2126) Physical Damage
    +100 to Evasion Rating
    (1020)% increased Attack Speed
    (3060)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
    (3060)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
    ArmsLength
    Requires: Level 5, 10 Dex
    Grants Skill: Spear Throw
    (150200)% increased Physical Damage
    (1015)% reduced Attack Speed
    +(1530) to Strength
    Knocks Back Enemies on Hit
    Cannot use Projectile Attacks
    Chainsting
    Requires: Level 10, 9 Str, 17 Dex
    Grants Skill: Spear Throw
    (1525)% chance to Maim on Hit
    Adds (1317) to (2228) Physical Damage
    +(100150) to Accuracy Rating
    10% increased Attack Speed
    All Damage from Hits with this Weapon Contributes to Pin Buildup
    (2030)% increased Projectile Speed with this Weapon
    HammerOfTheChurch
    Requires: Level 65, 114 Str
    (300350)% increased Physical Damage
    10% reduced Attack Speed
    50% increased Mana Regeneration Rate
    Every 10 seconds, gain a random non-damaging Shrine buff for 20 seconds
    SaithasSpear
    Requires: Level 33, 20 Str, 47 Dex
    Grants Skill: Spear Throw
    Bleeding you inflict deals Damage (1020)% faster
    Adds (1426) to (2732) Physical Damage
    Adds (3341) to (4753) Fire Damage
    (1525)% chance to cause Bleeding on Hit
    Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
    (2540)% chance to Aggravate Bleeding on Hit
    LioneyesGlare
    Requires: Level 65, 114 Dex
    (150240)% increased Physical Damage
    +(300500) to Accuracy Rating
    10% increased Attack Speed
    +(2030) to Dexterity
    +2 metres to Dodge Roll distance if you haven't Dodge Rolled Recently
    -1 metre to Dodge Roll distance if you've Dodge Rolled Recently
    Repeatable Attacks with this Bow Repeat +2 times if no enemies are in your Presence
    enable lioneyes glow task [1]
    Doomfletch
    Requires: Level 22, 41 Dex
    Adds (57) to (1012) Physical Damage
    +10 to Dexterity
    (3050)% increased Mana Regeneration Rate
    Attacks with this Weapon gain 100% of Physical damage as Extra damage of each Element
    Slivertongue
    Requires: Level 39, 70 Dex
    Adds (4048) to (6572) Physical Damage
    +(46)% to Critical Hit Chance
    Leeches (58)% of Physical Damage as Life
    Leeches (47)% of Physical Damage as Mana
    Arrows Fork
    Arrows Pierce all targets after Forking
    BurstingDecay
    Requires: Level 60
    Grants 1 additional Skill Slot
    (1525)% increased Rarity of Items found
    +(1723)% to Chaos Resistance
    Lose 5% of maximum Life per second
    Attacks have added Physical damage equal to 3% of maximum Life
    DoubleVision
    Requires: Level 20, 22 Str, 22 Dex
    Grants Skill: Level 6 Gemini Surge
    Loads an additional bolt
    Adds (1421) to (2537) Physical Damage
    +5% to Critical Hit Chance
    (1525)% increased Reload Speed
    When you reload, triggers Gemini Surge to alternately
    gain (26) Cold Surges or (26) Fire Surges
    trigger reload infusion on reload [1]
    EmpiresGrasp
    Requires: Level 52, 64 Str
    (150200)% increased Armour
    +(2030) to Strength
    Gain (3050) Life per enemy killed
    (1020)% increased Global Physical Damage
    Knockback direction is reversed
    ScoldsBridle
    Requires: Level 50, 71 Int
    +(75150) to maximum Energy Shield
    (60100)% increased Spell Damage
    +(80100) to maximum Mana
    15% reduced Cast Speed
    Take (25100)% of Mana Costs you pay for Skills as Physical Damage
    TheLethalDraw
    Requires: Level 16
    Gain (23) Life per Enemy Hit with Attacks
    (510)% increased Attack Speed
    Gain 5 Life per Enemy Hit with Attacks
    (1525)% chance to Pierce an Enemy
    Bow Attacks consume 10% of your maximum Life Flask Charges if possible to deal added Physical damage equal to (510)% of Flask's Life Recovery amount
    Rearguard
    Requires: Level 33
    (2540)% increased Stun Buildup
    Adds (711) to (1420) Physical Damage to Attacks
    +(150200) to Armour
    (2030)% increased Projectile Speed
    +(1525)% to Block chance
    Murkshaft
    Requires: Level 39
    Grants Skill: Level 10 Bursting Fen Toad
    (2030)% chance to Poison on Hit with Attacks
    Adds (610) to (1317) Physical Damage to Attacks
    Gain (1015) Mana per enemy killed
    (1020)% increased Poison Duration
    (2030)% chance to Poison on Hit with Attacks
    Blind Targets when you Poison them
    local display triggers level x toad on kill [1]
    SpireOfIre
    Requires: Level 65, 36 Str, 89 Dex
    Grants Skill: Spear Throw
    Grants Skill: Level 15 Chaotic Surge
    (1520)% increased Attack Speed
    Leeches (1020)% of Physical Damage as Life
    Adds (167201) to (267333) Chaos damage
    When you Consume a Charge Trigger Chaotic Surge to gain 2 Chaos Surges
    Life Leech recovers based on your Chaos damage instead of Physical damage
    Tangletongue
    Requires: Level 26, 17 Str, 38 Dex
    Grants Skill: Spear Throw
    Adds (1418) to (3036) Physical Damage
    +(58)% to Critical Hit Chance
    +(1525) to Intelligence
    10% of Skill Mana Costs Converted to Life Costs
    Tidebreaker
    Requires: Level 45, 80 Str
    (120150)% increased Physical Damage
    +(23) to Level of all Melee Skills
    +(2030) to Intelligence
    Causes (150200)% increased Stun Buildup
    All Damage from Hits with this Weapon Contributes to Chill Magnitude
    TheGrandDesign
    Requires: Level 77, 89 Str, 89 Dex
    Grants Skill: Level 17 Requiem
    (250300)% increased Physical Damage
    (1020)% increased Attack Speed
    (4060)% reduced Reload Speed
    Leeches (510)% of Physical Damage as Life
    (1020)% chance to load a bolt into all Crossbow skills on Kill
    Sacrifice 300 Life to not consume the last bolt when firing
    enable grand design clip handling [1]
    MarohiErqi
    Requires: Level 60, 239 Str
    Warcries Empower an additional Attack
    +150 Strength Requirement
    (600700)% increased Physical Damage
    (-300-200) to Accuracy Rating
    35% reduced Attack Speed
    Causes (4060)% increased Stun Buildup
    Heavy Stuns Enemies that are on Full Life
    LightningCoil
    Requires: Level 50, 44 Str, 44 Dex
    Grants Skill: Level 12 Valako's Charge
    (80120)% increased Armour and Evasion
    +(80100) to maximum Life
    +(2030) to Dexterity
    (-40-30)% to Lightning Resistance
    (3050)% of Physical damage from Hits taken as Lightning damage
    lightning coil replace damage hit effect index [110]
    AmorMandragora
    Requires: Level 1
    Adds (1620) to (2327) Physical Damage
    +(815) to Intelligence
    (1015)% increased Skill Effect Duration
    Enemies in your Presence are Hindered
    Gain 1 Druidic Prowess for every 20 total Rage spent
    AtziriStaff
    Requires: Level 70, 123 Int
    Grants Skill: Mirror of Refraction
    (1020)% increased maximum Life
    +(35) to Level of all Corrupted Spell Skill Gems
    (1020)% increased Cast Speed
    +(2030) to Intelligence
    Spells which cost Life Gain (80120)% of Damage as Extra Physical Damage
    VesselOfWrath
    Requires: Level 72, 94 Str, 67 Int
    Grants Skill: Level 17 Molten Crash
    (5080)% increased Flammability Magnitude
    local weapon implicit hidden % base damage is fire [30]
    Adds (503589) to (647713) Fire Damage
    (1520)% reduced Attack Speed
    +(3040) to Strength
    Bear Skills Convert 80% of Physical Damage to Fire Damage
    Skills which require Glory generate (25) Glory every 2 seconds
    Enemies in your Presence have Exposure
    exposure art variation [1]
    AtziriStaffBlood
    Requires: Level 72, 46 Str, 115 Dex
    Grants Skill: Spear Throw
    Grants Skill: Level 17 Shattering Spite
    (100120)% increased Physical Damage
    Adds (8397) to (123153) Fire Damage
    Adds 1 to (193207) Lightning Damage
    (1016)% increased Attack Speed
    (6080)% increased Presence Area of Effect
    Spear Skills inflict a Bloodstone Lance on Hit, up to a maximum of 30 on each target
    HandOfTheClan
    Requires: Level 16, 21 Str, 16 Int
    Grants Skill: Level 5 Cackling Companions
    Minions deal (3050)% increased Damage
    (70100)% increased Physical Damage
    5% increased Movement Speed
    +(815) to Strength
    +(815) to Intelligence
    (58)% increased Damage per Minion
    TheSkinThief
    Requires: Level 40, 47 Str, 34 Int
    (90120)% increased Physical Damage
    (713)% increased Attack Speed
    +(713) to all Attributes
    (3040)% reduced Presence Area of Effect
    Copy a random Modifier from each enemy in your Presence when
    you Shapeshift to an Animal form
    Modifiers gained this way are lost after 30 seconds or when you next Shapeshift
    BrutusLeadSprinkler
    Requires: Level 45, 80 Str
    Grants Skill: Level 11 Molten Shower
    Hits with this Weapon have 5% chance to Trigger Molten Shower per 25 Strength
    (80120)% increased Physical Damage
    (510)% increased Attack Speed
    +(1525) to Strength
    5 to 10 Added Attack Fire Damage per 25 Strength
    local display grants level X molten shower [1]
    Ironbound
    Requires: Level 11, 23 Dex
    (2535)% chance to Chain an additional time
    +(100150) to Armour
    (510)% increased Attack Speed
    +12% to Block chance
    (35)% increased Block chance per 100 total Item Armour on Equipped Armour Items
    Hits with this weapon have (12) to (45) Added Physical Damage per 1% Block Chance
    Arrows Return if they have Pierced a target which had Fully Broken Armour
    CoilOfUndoing
    Requires: Level 65, 114 Int
    Grants Skill: Coiling Bolts
    (71113)% increased Spell Damage
    (713)% increased Cast Speed
    Magnitudes of Curses you inflict are zero
    Curses you inflict ignore Curse limit
    Spell Hits Gain (2331)% of Damage as Extra Chaos Damage per Curse on target
    Spell Hits Gain (2331)% of Damage as Extra Physical Damage per Curse on target
    TheOrdained
    Requires: Level 79, 68 Str, 109 Dex
    Grants Skill: Spear Throw
    Grants Skill: Level 18 Righteous Descent
    25% increased Melee Strike Range with this weapon
    (150250)% increased Physical Damage
    Adds 1 to (200300) Lightning Damage
    +(58)% to Critical Hit Chance
    Life Leech recovers based on your Lightning damage as well as Physical damage
    Create a Fragment of Divinity in your Presence every 4 seconds
    SpiderVerisiumMaul
    Requires: Level 70, 163 Str
    Grants Skill: Level 16 Starborn Onslaught
    (80100)% increased Physical Damage
    Adds (150200) to (350400) Cold Damage
    +(300400) to maximum Mana
    +(46)% to Critical Hit Chance
    (1020)% of Damage is taken from Mana before Life
    Attacks with this Weapon have Added Cold Damage equal to (68)% to (1012)% of maximum Mana
    Convert 100% of Fire Damage with Mace Skills to Cold Damage
    mace fire skills are blue [1]
    SerlesMasterwork
    Requires: Level 47
    Grants Skill: Level 12 Runic Tempering
    Has 3 Sockets
    Maximum Quality is 40%
    Adds (2330) to (3555) Physical Damage
    +(2030) to Strength
    Skills which Empower an Attack have (1020)% chance to not count that Attack
    (4050) to (80100) added Physical Thorns damage per Runic Plate
    TheRedemption
    Requires: Level 65, 114 Str, 63 Dex
    Cannot load or fire Ammunition
    (300400)% increased Physical Damage
    Hits with this Weapon have no Critical Damage Bonus
    (2040)% reduced Cooldown Recovery Rate
    Gain 1 Explosive Rhythm every (23) times you use a Grenade Skill
    Remove all Explosive Rhythm on reaching 10 to gain Explosive Fervour for 10 Seconds
    Facebreaker
    Requires: Level 1
    Has 8 to 12 Physical damage, +3 to +4 per Boss's Face Broken
    (3050)% increased Stun Buildup
    1% more Unarmed Damage per 5 Strength
    +0.3 metres to Melee Strike Range while Unarmed
    +1 to Armour per Strength
    Can Attack as though using a One Handed Mace while both of your hand slots are empty
    Unarmed Attacks that would use an Equipped One Hand Mace's damage use this Item's damage
    local display facebreaker damage imitation weapon [1]
    Stjorvar
    Requires: Level 65, 127 Dex, 50 Int
    +(3050) to maximum Runic Ward
    (200300)% increased Physical Damage
    +(2030)% to Critical Damage Bonus
    (1222)% increased Attack Speed
    Gain Finality for 0.5 seconds per Combo expended when using Skills
    Gain (5001000) Guard for 0.5 seconds per Combo expended when using Skills
    Loreweave
    Requires: Level 43, 45 Str, 45 Int
    Adds (14) to (812) Physical Damage to Attacks
    +(200300) to Accuracy Rating
    +(2030) to maximum Mana
    (615)% increased Rarity of Items found
    +(25)% to Quality of all Skills
    (710)% increased Cast Speed
    Your Maximum Resistances are (7580)%
    Random 3 Unique Ring Modifiers
    Murkmaw
    Requires: Level 67, 134 Str
    Grants Skill: Level 16 Harbinger of Madness
    (240300)% increased Physical Damage
    +(58)% to Critical Hit Chance
    (1422)% increased Attack Speed
    Hits with this Weapon inflict (25) Gruelling Madness
    Enemies in your Presence have additional Power equal to their Gruelling Madness
    CrimsonChrysalis
    Requires: Level 5, 9 Str, 8 Int
    Grants Skill: Level 2 Sanguine Revelry
    (6090)% increased Physical Damage
    (610)% increased Attack Speed
    +(714) to Strength
    (2030)% chance to cause Bleeding on Hit
    Every 5 Rage also grants 5% of Damage taken Recouped as Life
    TawhoasDominion
    Requires: Level 52, 60 Str, 43 Int
    (250300)% increased Physical Damage
    (3050)% increased Armour
    (1015)% reduced Attack Speed
    +(2030) to Strength
    Every second Slam Skill you use while Shapeshifted is Ancestrally Boosted
    Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted
    TheSunkenVessel
    Requires: Level 45, 41 Str, 41 Dex
    (120180)% increased Armour and Evasion
    +(80120) to maximum Life
    30% reduced Life Recovery rate
    33% chance to avoid Projectiles
    Physical Damage of Enemies Hitting you is Unlucky
    CrownOfTheWendigo
    Requires: Level 65, 59 Str, 59 Int
    (150200)% increased Armour and Energy Shield
    +(2030) to Strength and Intelligence
    Enemies in your Presence are Blinded
    The Bodach haunts your Presence
    the wendigo manifestation delay randomisation ms [500]
    the wendigo manifests +% faster per enemy power in your presence [5]
    PhysicalEssenceLesser
    PhysicalEssenceLesserLesser 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 (46) to (711) Physical Damage
    Two Handed Melee Weapon or Crossbow: Adds (58) to (1015) Physical Damage
    PhysicalEssence
    PhysicalEssenceEssence 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 (1015) to (1826) Physical Damage
    Two Handed Melee Weapon or Crossbow: Adds (1421) to (2537) Physical Damage
    GreaterPhysicalEssence
    GreaterPhysicalEssenceGreater 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 (1624) to (2842) Physical Damage
    Two Handed Melee Weapon or Crossbow: Adds (2335) to (3959) Physical Damage
    PhysicalEssencePerfect
    PhysicalEssencePerfectPerfect 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 (1520)% of Damage as Extra Physical Damage
    Two Handed Melee Weapon or Crossbow: Gain (2533)% of Damage as Extra Physical Damage
    CorruptedEssenceHysteria
    CorruptedEssenceHysteriaEssence of Hysteria
    Stack Size: 1 / 10
    Removes a random modifier and augments a Rare item with a new guaranteed modifier
    Helmet: +1 to Level of all Minion Skills
    Body Armour: (6497) to (98145) Physical Thorns damage
    Gloves: (2529)% increased Critical Damage Bonus
    Boots: 30% increased Movement Speed
    Ring: (5059)% increased Mana Regeneration Rate
    Amulet: (1921)% of Damage taken Recouped as Life
    Belt: +(254304) to Stun Threshold
    Shield: (2024)% increased Block chance
    Quiver: (4350)% increased Damage with Bow Skills
    Focus: (2023)% increased Energy Shield Recharge Rate
    BreachCatalystPhysical
    BreachCatalystPhysicalUul-Netol's Catalyst
    Stack Size: 1 / 10
    Adds quality that enhances Physical modifiers on a ring or amulet
    Replaces other quality types
    JewelCatalystPhysical
    JewelCatalystPhysicalRefined Uul-Netol's Catalyst
    Stack Size: 1 / 10
    Adds quality that enhances Physical modifiers on a jewel
    Replaces other quality types
    EnhanceRune
    Iron Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapon: 16% increased Physical Damage
    Wand or Staff: 25% increased Spell Damage
    Armour: 16% increased Armour, Evasion and Energy Shield
    Martial Weapon: 20% increased effect of Fully Broken Armour
    Wand or Staff: Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt
    Armour: +20 to maximum Life, +20 to maximum Mana
    LifeRune
    Body Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapon: Leeches 4% of Physical Damage as Life
    Wand or Staff: +40 to maximum Energy Shield
    Armour: +45 to maximum Life
    Martial Weapon: 5% increased maximum Life
    Wand or Staff: 5% increased maximum Life
    Armour: +20 to maximum Life, +20 to maximum Mana
    ManaRune
    Mind Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapon: Leeches 3% of Physical Damage as Mana
    Wand or Staff: +60 to maximum Mana
    Armour: +30 to maximum Mana
    Martial Weapon: 5% increased maximum Mana
    Wand or Staff: 5% increased maximum Mana
    Armour: +20 to maximum Life, +20 to maximum Mana
    EnhanceRuneTier1
    Lesser Iron Rune
    Stack Size: 1 / 10
    Martial Weapon: 14% increased Physical Damage
    Wand or Staff: 20% increased Spell Damage
    Armour: 14% increased Armour, Evasion and Energy Shield
    Martial Weapon: 20% increased effect of Fully Broken Armour
    Wand or Staff: Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt
    Armour: +20 to maximum Life, +20 to maximum Mana
    LifeRuneTier1
    Lesser Body Rune
    Stack Size: 1 / 10
    Martial Weapon: Leeches 3% of Physical Damage as Life
    Wand or Staff: +30 to maximum Energy Shield
    Armour: +30 to maximum Life
    Martial Weapon: 5% increased maximum Life
    Wand or Staff: 5% increased maximum Life
    Armour: +20 to maximum Life, +20 to maximum Mana
    ManaRuneTier1
    Lesser Mind Rune
    Stack Size: 1 / 10
    Martial Weapon: Leeches 2% of Physical Damage as Mana
    Wand or Staff: +45 to maximum Mana
    Armour: +20 to maximum Mana
    Martial Weapon: 5% increased maximum Mana
    Wand or Staff: 5% increased maximum Mana
    Armour: +20 to maximum Life, +20 to maximum Mana
    EnhanceRuneTier2
    Greater Iron Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapon: 18% increased Physical Damage
    Wand or Staff: 30% increased Spell Damage
    Armour: 18% increased Armour, Evasion and Energy Shield
    Martial Weapon: 20% increased effect of Fully Broken Armour
    Wand or Staff: Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt
    Armour: +20 to maximum Life, +20 to maximum Mana
    LifeRuneTier2
    Greater Body Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapon: Leeches 5% of Physical Damage as Life
    Wand or Staff: +50 to maximum Energy Shield
    Armour: +60 to maximum Life
    Martial Weapon: 5% increased maximum Life
    Wand or Staff: 5% increased maximum Life
    Armour: +20 to maximum Life, +20 to maximum Mana
    ManaRuneTier2
    Greater Mind Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapon: Leeches 4% of Physical Damage as Mana
    Wand or Staff: +75 to maximum Mana
    Armour: +40 to maximum Mana
    Martial Weapon: 5% increased maximum Mana
    Wand or Staff: 5% increased maximum Mana
    Armour: +20 to maximum Life, +20 to maximum Mana
    PerfectRuneEnhance
    Perfect Iron Rune
    Stack Size: 1 / 10
    Requires: Level 50
    Martial Weapon: 20% increased Physical Damage
    Wand or Staff: 35% increased Spell Damage
    Armour: 20% increased Armour, Evasion and Energy Shield
    Martial Weapon: 20% increased effect of Fully Broken Armour
    Wand or Staff: Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt
    Armour: +20 to maximum Life, +20 to maximum Mana
    PerfectRuneLife
    Perfect Body Rune
    Stack Size: 1 / 10
    Requires: Level 50
    Martial Weapon: Leeches 6% of Physical Damage as Life
    Wand or Staff: +60 to maximum Energy Shield
    Armour: +75 to maximum Life
    Martial Weapon: 5% increased maximum Life
    Wand or Staff: 5% increased maximum Life
    Armour: +20 to maximum Life, +20 to maximum Mana
    PerfectRuneMana
    Perfect Mind Rune
    Stack Size: 1 / 10
    Requires: Level 50
    Martial Weapon: Leeches 5% of Physical Damage as Mana
    Wand or Staff: +90 to maximum Mana
    Armour: +50 to maximum Mana
    Martial Weapon: 5% increased maximum Mana
    Wand or Staff: 5% increased maximum Mana
    Armour: +20 to maximum Life, +20 to maximum Mana
    PhyDmgRuneTier1
    Lesser Tempered Rune
    Stack Size: 1 / 10
    Martial Weapon: Adds 3 to 4 Physical Damage
    Armour: 6 to 9 Physical Thorns damage
    PhyDmgRune
    Tempered Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapon: Adds 6 to 9 Physical Damage
    Armour: 14 to 21 Physical Thorns damage
    PhyDmgRuneTier3
    Greater Tempered Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapon: Adds 9 to 12 Physical Damage
    Armour: 31 to 52 Physical Thorns damage
    LightningRuneSpecial1
    Greater Rune of Leadership
    Stack Size: 1 / 10
    Martial Weapon: Minions gain 10% of their Physical Damage as Extra Lightning Damage
    Armour: Minions take 10% of Physical Damage as Lightning Damage
    Martial Weapon: Minions deal 20% increased Damage
    Armour: Minions have +10% to all Elemental Resistances
    NewRune20
    The Greatwolf's Rune of Claws
    Stack Size: 1 / 10
    Limited to: 1
    Requires: Level 50
    Gloves: Adds 5 to 12 Physical Damage to Attacks
    Gloves: Fissure Skills have +2 to Limit
    RitualCorruptedIdol3
    Idol of the Pharisee
    Stack Size: 1 / 10
    Limited to: 1
    Requires: Level 50
    Martial Weapon, Wand or Staff: 30% reduced maximum Mana, Gain 2% of Damage as Extra Physical Damage per ten percent missing Mana
    Sceptres: 30% reduced Mana Cost Efficiency of Command Skills, Minions deal 60% increased Damage with Command Skills
    Martial Weapon, Wand or Staff: 30% reduced Mana Cost Efficiency, 12% increased Skill Speed while on Low Mana
    Sceptres: 25% reduced Reservation Efficiency of Minion Skills, Temporary Minion Skills have +2 to Limit of Minions summoned
    AzmeriSocketableBear
    Bear Idol
    Stack Size: 1 / 10
    Helmets: 10% increased Area of Effect
    Sceptres: Allies in your Presence deal 12 to 18 added Attack Physical Damage
    Helmets: 12% increased Reservation Efficiency of Companion Skills
    Sceptres: 40% increased Attack Damage while Shapeshifted
    DilutedDistilledGreed
    DilutedDistilledGreedDiluted Liquid Greed
    Stack Size: 1 / 10
    Players in Area are 10% Delirious
    8% increased Rarity of Items found in this Area
    Removes a random modifer and Augments a Rare Basic Jewel with a
    new guaranteed Crafted modifier
     
    Ruby Prefix: (515)% increased Global Physical Damage
    Sapphire Prefix: (713)% increased Chaos Damage
    Emerald Prefix: (515)% increased Elemental Damage
    TimelostDilutedDistilledGreed
    TimelostDilutedDistilledGreedAncient Diluted Liquid Greed
    Stack Size: 1 / 10
    Removes a random modifer and Augments a Rare Time-Lost Jewel with a
    new guaranteed Crafted modifier
     
    Ruby Prefix: Small Passive Skills in Radius also grant (12)% increased Global Physical Damage
    Sapphire Prefix: Small Passive Skills in Radius also grant (12)% increased Chaos Damage
    Emerald Prefix: Small Passive Skills in Radius also grant (12)% increased Elemental Damage
    2HMace08
    Crumbling Maul
    Physical Damage: 62-75
    Critical Hit Chance: 8%
    Attacks per Second: 1.1
    Weapon Range: 1.5
    Requires: Level 38, 68 Str
    Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
    Dagger02
    Crone Knife
    Physical Damage: 4-15
    Critical Hit Chance: 15%
    Attacks per Second: 1.55
    Weapon Range: 1
    Requires: Level 6, 9 Dex, 9 Int
    Leeches 4% of Physical Damage as Mana
    QuiverBroadhead
    Broadhead Quiver
    Adds 1 to 3 Physical Damage to Attacks
    IronRing
    Iron Ring
    Adds 1 to 4 Physical Damage to Attacks
    BreachlordRingUulNetol
    Kinetic Ring
    Requires: Level 40
    Adds (69) to (1115) Physical Damage to Attacks
    2HMace08
    Disintegrating Maul
    Physical Damage: 92-112
    Critical Hit Chance: 8%
    Attacks per Second: 1.1
    Weapon Range: 1.5
    Requires: Level 62, 109 Str
    Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
    2HMace08
    Runeforged Crumbling Maul
    Physical Damage: 105-128
    Critical Hit Chance: 8%
    Attacks per Second: 1.1
    Weapon Range: 1.5
    Requires: Level 55, 97 Str
    Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
    2HMace08
    Ruination Maul
    Physical Damage: 104-127
    Critical Hit Chance: 8%
    Attacks per Second: 1.1
    Weapon Range: 1.5
    Requires: Level 79, 163 Str
    Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
    Alloy5
    Alloy5Transcendent Alloy
    Stack Size: 1 / 10
    Removes a random modifier and augments a Rare item with a new guaranteed modifier
    Focus, Staff or Wand: (3947)% increased Cast Speed
    Gain (1116)% of Elemental Damage as Extra Cold Damage
    Martial Weapon: (1520)% increased Physical Damage
    +(710) to all Attributes
    RunicWard16
    Warding Rune of Annihilation
    Stack Size: 1 / 10
    Limited to: 1
    Requires: Level 30
    Martial Weapon: Attacks spend 5% of your maximum Runic Ward if possible to gain that much added Physical damage
    EarlyMythicRune4
    Rune of Culmination
    Stack Size: 1 / 10
    Limited to: 1
    Requires: Level 15
    Gloves: 50% chance to build an additional Combo on Hit
    One Hand Mace or Quarterstaff: Rolls only the minimum or maximum Damage value for Physical Damage
    Gloves: 5% increased Attack Speed
    One Hand Mace or Quarterstaff: bleed duration +% [20]
    GameWarpRuneUniqueFragment
    Legacy of Ashrend
    Limited to: 1 Aldur's Legacy
    Requires: Level 65
    Body Armours: Cannot be Ignited, -10 Physical Damage taken from Attack Hits
    GameWarpRuneUniqueFragment
    Legacy of Deidbell
    Limited to: 1 Aldur's Legacy
    Requires: Level 65
    Helmets: Warcries Explode Corpses dealing 10% of their Life as Physical Damage
    Helmets: Warcry Skills have 20% increased Area of Effect
    GameWarpRuneUniqueFragment
    Legacy of Bushwhack
    Limited to: 1 Aldur's Legacy
    Requires: Level 65
    GameWarpRuneUniqueFragment
    Legacy of Dusk Vigil
    Limited to: 1 Aldur's Legacy
    Requires: Level 65
    Staves: Gain 30% of Physical Damage as Extra Fire Damage
    Staves: Triggered Spells deal 20% increased Spell Damage
    GameWarpRuneUniqueFragment
    Legacy of The Blood Thorn
    Limited to: 1 Aldur's Legacy
    Requires: Level 65
    Quarterstaves: Adds 4 to 8 Physical Damage, Causes Bleeding on Hit
    Quarterstaves: 10% increased Magnitude of Bleeding you inflict
    GameWarpRuneUniqueFragment
    Legacy of Ironbound
    Limited to: 1 Aldur's Legacy
    Requires: Level 65
    Bows: Hits with this weapon have 1 to 3 Added Physical Damage per 1% Block Chance
    Bows: 3% increased Block chance per 100 total Item Armour on Equipped Armour Items
    VesselofWrath
    Shapeshift into a burning monstrosity and leap through the air to crash down upon the earth, Slamming twice and creating Molten Fissures. Consumes Rage to create additional Molten Fissures.
    BruteShieldCharge
    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.
    WitchDetonateDead
    Cause a Corpse to violently explode, damaging surrounding enemies.
    LifeLeechSupport
    Supports Attacks, causing their Physical damage to Leech Life.
    LifeLeechSupport
    Supports Attacks, causing their Physical damage to Leech Life.
    LifeLeechSupport
    Supports Attacks, causing their Physical damage to Leech Life and preventing Leech gained this way from being removed at full Life.
    ManaLeechSupport
    Supports Attacks, causing their Physical damage to Leech Mana.
    WalkeroftheWilds
    Supports Skills which Hit enemies, causing their Mana Leech to recover based on Elemental damage instead of Physical damage.
    MeleePhysicalDamageSupport
    Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
    VileDisruption
    Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. On teleport, the target is destroyed, and the explosion deals Physical damage to surrounding enemies and inflicts Impale.
    BloodlustSupport
    Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
    MonkLightningStrike
    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.
    PowerSiphonWeaponSkill
    Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
    RangerLightningArrow
    Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
    HeraldOfIceSkill
    While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
    HeraldOfThunderSkill
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    DruidRollingMagma
    Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. Impacts on Molten Fissures or Volcanos will activate them as though they were Slammed.
    BruteSunder
    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.
    WitchArcherSkeleton
    Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
    WitchArsonistSkeleton
    Activate to summon bomb-throwing, Reviving Skeletal Arsonists that can detonate other Minions on Command.
    ChanceToBleedSupport
    Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
    BrutalitySupport
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
    BrutalitySupport
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
    BrutalitySupport
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
    RangerPlagueBearerSkill
    While active, stores a portion of the Poison Damage you deal. Using this Skill unleashes the stored Poison to damage and Poison enemies around you.
    MercArtilleryBallista
    Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
    BruteSeismicCry
    Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
    BloodTendrilsSkill
    Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
    ReapWeaponSkill
    Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
    BloodMagicSupport
    Supports any Skill, turning a portion of its Mana cost into a Life cost. Does not support Skills which reserve Spirit. Supported Skills Gain a portion of their Life cost as extra Physical Damage.
    DruidTornado
    Create a storm that sucks in enemies and deals Physical damage over time. A Tornado that overlaps an Elemental Ground Surface absorbs that surface's Debuff, applying it to enemies inside the Tornado and causing the Tornado to deal extra damage of that element.
    BruteVolcanicFissure
    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.
    HuntressStormSpear
    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.
    HuntressGlacialLance
    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 glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
    RangerFrostEscapeShot
    Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
    StudiousCombatant
    [DNT-UNUSED] Ready your axe as it charges with flame, then swing in a massive flaming arc, sending out a slow wave of fire.
    shadowprojectiles
    Fire an arc of knives in front of the caster which deals physical damage.
    MonkFreezingBackflip
    Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
    MonkComboAttack
    Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
    MonkGlacialCascade
    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.
    ScreamingDevastation
    Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.
    AbsolutionBlast
    [DNT] Convene the surrounding earth into an immense boulder to crash down, dealing high damage at the targeted location after a short delay.
    holygroundfire
    [DNT] Conjure a field of hazardous mushrooms that explode when enemies make contact. The explosion deals Physical damage and leaves a spore cloud that deals Chaos damage over time to enemies that enter the space.
    shadowprojectiles
    Fire an arc of knives in front of the caster which deals physical damage.
    ChokingMistsSkillIcon
    Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.
    MonkShatteringPalm
    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.
    TectonicSlam
    [DNT-UNUSED] Make alot of fire
    ExplosiveGrenade
    Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
    ToxicGrenade
    Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
    OilGrenade
    Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
    ShockGrenade
    Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
    MonkTempestFlurry
    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.
    MonkChargedStaff
    Consume all Power Charges to charge 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.
    MonkSiphoningStrike
    Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
    MonkTempestBell
    Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
    CoilOfUndoingSkill
    Simultaneously fires a Physical Projectile and a Chaos Projectile at the target. These projectiles Chain through any number of Cursed targets.
    MonkIceAmbush
    Leap backward and crack the ground with your staff to call forth an Ice Crystal which 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.
    WitchBoneStorm
    Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.
    WitchBoneCage
    Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
    WitchUnearth
    Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
    RangerShockingArrow
    Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
    GhostfuseArrow
    Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
    RangerLightningRodRainSkill
    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 reduces this delay, causing bursts to happen more quickly.
    RangerSnipeShotArrow
    Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze enhances the explosion.
    RangerGasCloudSkill
    Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
    RangerElectrocutingRodSkill
    Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
    BrutePerfectStrike
    Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
    BruteShieldBlock
    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.
    BruteResonatingShield
    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.
    BurstingPlagueSupport
    Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
    WitchReservationRaginSpirits
    While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
    WitchArsonistSkeleton
    Detonate an allied Minion whose current Life is below a threshold, dealing heavy Attack damage to nearby enemies.
    HuntressRemoteMineSpear
    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.
    ThunderousLeapSkillIcon
    Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
    PinSupport
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
    PinSupport
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
    PinSupport
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
    BoneBlastWeaponSkill
    Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
    ShankgonneSkill
    Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that Blinds and Ignites enemies in the area you escape from. The explosion will cause any Grenades in its area of effect to also explode.
    BruteMoltenBlast
    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.
    BruteHammerOfTheGods
    [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.
    BruteShieldWall
    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.
    WarriorShieldingCry
    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.
    PowerShotPhysical
    Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
    BurstShotPhysical
    Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
    PowerShotIncendiary
    Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
    BurstShotIncendiary
    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. These fragments can Merge.
    RapidShotIncendiary
    Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
    PowerShotPermafrost
    Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
    BurstShotPermafrost
    Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
    SiegeCascadePermafrost
    Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
    RapidShotPermafrost
    Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
    PowerShotStormblast
    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.
    BurstShotStormblast
    Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
    SiegeCascadeStormblast
    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.
    RapidShotStormblast
    Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
    IncreasedArmourBreakSupport
    Supports any skill, causing Armour Break it inflicts to be stronger. Fully Breaking Armour with Supported Skills permanently increases the Physical Damage taken by those affected, up to a cap.
    RangerBrewConcoctionPoisonSkill
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
    RangerBrewConcoctionBleedSkill
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
    ArmourExplosionSupport
    Supports Attacks and Warcries, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
    CorruptingCrySupport
    Supports Warcries, Triggering Corrupted Cry to inflict Corrupted Blood on enemies in their area of effect.
    CorruptingCrySupport
    Supports Warcries, Triggering Corrupted Cry to inflict Corrupted Blood on enemies in their area of effect.
    CorruptingCrySupport
    Supports Warcries, Triggering Twisted Pact to inflict Corrupted Blood on enemies in their area of effect., at the cost of your Life.
    PhysicalMasterySupport
    Supports Physical skills, granting them an additional level. Does not support skills which do not have levels.
    RangerShockchainSkill
    Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. Consumes Shock from enemies it Hits, but not Electrocution.
    MonkStormWave
    Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
    ArmourBreakSupport
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
    ArmourBreakSupport
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
    ArmourBreakSupport
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
    DazingSupport
    Supports Attacks, causing them to build up Daze based on a portion of Physical Damage dealt.
    RangerIceShot
    Fire an icy arrow that sprays a cone of ice shards when it hits a target.
    MonkHandOfChayula
    Dash to an enemy and Strike them, triggering socketed Marks with increased effect and applying socketed Curses with increased duration.
    DruidOracleRipFromTimeSkill
    Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
    FontOfBloodSupport
    Supports Skills which create Totems. Totems created by supported Skills generate a Font of Blood which will Leech Life to Allies within it.
    ManaFountainSupport
    Supports Skills which create Totems. Totems created by supported Skills generate a Font of Mana which will Leech Mana to Allies within it.
    MercClusterGrenade
    Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
    RangerTornadoShotSkill
    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 ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
    RangerMagneticSalvo
    Aim skyward and fire energy missiles at lingering bolts or arrows created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
    RangerFreezingSalvoSkill
    Passively gains Seals over time. Using the skill fires a projectile, and breaks the Seals, Repeating for each of them, and for each additional projectile the skill is given. For each time it Repeats normally, it will also Repeat an additional time targeting a different Ice Fragment in its area of effect if able, Detonating those Ice Fragments immediately.
    HeraldOfBloodSkill
    While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon, but is partially based on their accumulated Blood Loss. The explosion destroys their Corpse if the enemy was Normal or Magic, and has a chance to Aggravate Bleeding.
    MonkGatheringStorm
    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. Perfectly Timed dash also explodes Tempest Bells on hit creating a shockwave that deals more damage and has a larger area, leaving Shocked Ground in its wake. This skill cannot be Ancestrally Boosted.
    HeftSupport
    Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
    BattershoutSupport
    Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
    HaemocrystalsSupport
    Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
    VolcanicEruptionSupport
    Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
    BloodintheEyesSupport
    Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
    OutmaneuverSupport
    Supports Skills you use yourself which can cause Damaging Hits. Supported Skills Break Armour against Parried Enemies.
    SingleOutSupport
    Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
    SingleOutSupport
    Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
    TumultSupport
    Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
    MoreTotemLifeSupport
    Supports Skills which create Totems, causing those Totems to have more Life. Totems created by Supported Skills explode on death, dealing Physical damage based on their Life.
    PrimalistBloodBoilsSkillIcon
    Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
    AtzirisContempt
    Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.
    ChallengersAscentSkill
    Leap into the air carried by divine wings, damaging enemies with your spear where you land. If there is a Fragment of Divinity near you or the targeted location, this attack will Consume it when you leap to become Empowered, dealing more damage and granting life and mana recovery. This skill does not use up its Cooldown when empowered.
    WildspeakerVividStagsSkill
    Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind Shocked Ground.
    HeraldOfIceSkill
    While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
    HeraldOfThunderSkill
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    PrimalStrikesSkillIcon
    Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
    FangsofFrostSkillIcon
    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.
    MarkoftheBloodhoundSkillIcon
    Mark a target, making them suffer Heavy Stun build up from Blood Loss. The Mark will Activate, Consuming itself to Trigger Blood Explosion, when they are Heavy Stunned, or when they are killed if they suffered enough Blood Loss. The Mark's duration does not expire while the Marked target is suffering Blood Loss.
    SolarisSpearSkillIcon
    Build Glory by inflicting Freeze, Shock or Ignite on 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.
    HuntressOverchargedSpear
    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.
    HuntressBucklerParry
    Ready your Buckler to parry the next Hit you would take, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
    HuntressExtraElements
    Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
    CaltropsOnDodgeSkillIcon
    While active, scatters caltrops in your wake when you dodge.
    AmazonElementalInfusionSkillIcon
    Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
    SpireofIreSkillIcon
    Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
    SmithOfKitavaImbueWeaponSkillIcon
    Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
    AmazonElementalInfusionSkillIcon
    Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
    MurkshaftToads
    This skill creates a toad that jumps around briefly, then explodes the toad, dealing Attack damage in an area and inflicting Poison. Damage you deal with skill is not based on your Weapon
    DruidElectricSpittle
    Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.
    WardingSteel
    While active, stores a percentage of the Physical damage that is prevented by your Armour or other sources of damage reduction. Using this Skill releases the stored damage as a nova of spikes.
    DruidFlameBreath
    Shapeshift into a Wyvern and take to the skies, immolating enemies with a jet of fire. Channelling ends after a short amount of time but can be prolonged by spending Rage. Consumes a Power Charge if possible to Empower the Skill, Gaining extra Lightning damage and spending Rage more slowly.
    DruidEntangle
    Conjures a rootbound fissure that crawls forward, damaging enemies in its path. While the fissure persists, vines lash out from it and attach to nearby enemies, damaging and Slowing them.
    DruidFrozenClaws
    Shapeshift into a Werewolf and lash out with a flurry of claw swipes. The first Attack can dash to faraway enemies and the final Attack Strikes twice. Attacking a Frozen enemy will create Ice Fragments, which are Projectiles that land and explode after a short delay.
    DruidFuryoftheMountain
    Shapeshift into a Bear and repeatedly pound the ground, creating Molten Fissures that travel randomly in a wide arc in front of you.
    RequiemChargeSkillCrossbow
    Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
    DruidLunarAssault
    Shapeshift into a Werewolf and swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.
    DruidAwakenedForest
    Spur the growth of huge vines, which emerge randomly within the target area. The vines crash to the ground then retreat, targeting nearby enemies if possible.
    DruidLunarBlessing
    Shapeshift into a Werewolf and offer your Rage to the moon to receive a blessing, gaining bonus Cold damage for yourself and any Wolf Minions you have from Wolf Pack or Predator's Mark. Spends all Rage to extend the Buff's duration. While the Buff is active, your Werewolf Melee Attacks call down Moonbeams on Hit.
    LivingLightningSupport
    Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
    LivingLightningSupport
    Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
    FissureOnLandingSupport
    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.
    CrystallineShardsSupport
    Supports Skills which create Ice Crystals. Damaging Explosions caused by Ice Crystals from Supported Skills will Impale Enemies.
    BlankBlueSupport
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
    WarriorForgeHammer
    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.
    WrathAuraWeaponSkill
    While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
    WarriorAncestralCry
    Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, you Trigger Volcanic Steps while travelling, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
    RangerShearingBolts
    Ready your active Bow or Spear, Empowering your next Repeatable Bow or Projectile Spear Attacks to Convert Physical Damage to Cold Damage and Trigger Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
    DruidBriarpatch
    While active, a portion of the Physical Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny Ground that deals Spell damage to moving enemies.
    DruidWalkingCalamity
    Build Glory by gaining Rage while already at maximum Rage. When you have maximum Glory, roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you Gain Fire damage and Rage regeneration. This Skill's effects are suppressed if you leave Bear form, but will resume if you return to Bear form before the duration expires.
    Runeseeker
    Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.
    MarkedForDrain
    Supports Mark Skills, causing enemies they Mark to Leech Mana to you when you Hit them with Attacks.
    MarkedForDrain
    Supports Mark Skills, causing enemies they Mark to Leech Life and Mana to you when you Hit them with Attacks.
    ExplosiveGrowth
    Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown.
    ExplosiveGrowth
    Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown, Blinding enemies Hit.
    BlankBlueSupport
    Supports Curse Skills, giving them a short cooldown but causing them to create areas which Curse enemies so long as they are within them. Cursed areas from Supported Skills gather power before erupting in a column of annihilating light after a moderate delay.
    DangerousResolveSupport
    Supports Channelling Skills you use yourself. While Channelling Supported Skills, periodically gain stages of Deadly Resolve. Expend a stage of Deadly Resolve when an enemy Hits you to Trigger a deadly slash towards that enemy, dealing more damage based on your Armour.
    BrittleArmour
    Supports Skills which can Hit enemies. Hits with Supported Skills which Freeze enemies cause Physical damage against them to Break their Armour while they remain Frozen.
    DazeonCrit
    Supports Spells which Hit enemies. Supported Skills Daze on Critically Hitting enemies with Physical damage.
    AcolyteOfChayulaSpecialNodeSkill
    Build Glory by dealing Chaos damage to enemies. When you have maximum Glory, you can entreat the Dreamer to inhabit you, briefly becoming his Archon.
    HimindrygrSkillIcon
    Build up Glory by Freezing or Chilling enemies. When you have maximum Glory you may jump backwards loosing your Mace with the force of a falling comet onto your target. The impact releases Fissures and causes stars to fall in the area for a brief period.
    FluttermothSkillIcon
    While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental Ailments or hit Rare or Unique enemies affected by Elemental Ailments. The swarms are untargetable Minions that pursue nearby enemies to Attack them and infict Faerie Fire on Hit.
    Murkmaw
    Draws out the latent fears of enemies you kill and Rare or Unique enemies you Hit, turning them into unstable apparitions which charge towards enemies and then explode.
    ShieldNightfall1
    Hurl your Shield as a Projectile which Returns to you at the end of its flight. While the Shield is in flight, this skill is replaced with Embrace the Fall. This skill's cooldown is skipped if you catch the Shield as it Returns, or destroy an Ice Crystal with the Embrace the Fall.
    BruteShieldBlock
    [DNT] Raise your Crossbow to Block all incoming Blockable hits. Releasing performs a Kinetic Bash, damaging enemies in front of you dealing more damage based on your Heavy Stun Buildup. While your Crossbow is raised Blocking too much damage may Heavy Stun you.
    KnightsFerocity
    Supports Shield Skills that Hit enemies, causing those Hits to Crush their targets, additionally causing any Physical Damage Hits against those targets while Crushed to Break their Armour.
    VolcanicEruptionSkillIcon
    Fires molten Projectiles from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.
    ExpeditionRunicInfusion
    Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical damage based on their Runic Ward cost. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.
    ExpeditionMarkofRepulsion
    Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant Knockback to other enemies near the Cursed target, with more Stun buildup based on the Fragility on the target Hit.
    ExpeditionVerisiumComet
    Build Glory by spending Runic Ward. When you have maximum Glory, you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary Minion. Targeting close to you will cause you to jump back as you cast. Consumes a Verisium Infusion, if possible, to increase the number of Minions summoned .
    ExpeditionDetonateLiving
    Hit an enemy under the Culling Strike Threshold, causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling Strike Threshold.
    ExpeditionFragmentsofthePast
    Spend Runic Ward to create a Verisium volcano that deals damage on initial eruption and Triggers Ice Fragments.
    ExpeditionRunewordHazard
    Spend Runic Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup.
    AtziriHeraldOfBlood
    Killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon Damage, but is based on their accumulated Blood Loss. The explosion destroys their Corpse if the enemy was Normal or Magic.
    ExpeditionFistofKalguur
    Supports Slams you use yourself, allowing them to spend large amounts of Runic Ward to become Runically Boosted. Runically Boosted Slams are Empowered with extra Physical damage and create a rune the first time they hit an enemy. The rune erupts in an Aftershock after a duration. Cannot support Channelling Skills.
    ExpeditionCracklingBarrier
    Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Projectiles you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams.
    ExpeditionExplosiveTransmutation
    While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up.
    OlrothsHubris
    Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical and Cold damage based on their Runic Ward cost, in addition to causing Physical damage to Contribute to Freeze buildup. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.
    icongroundslam
    Blows strong enough to Heavy Stun an enemy reverberate in an area around the enemy and heavily Break Armour.
    Ascendancy: Smith of Kitava
    Character: Warrior
    Grants Skill: Temper Weapon
    Ascendancy: Oracle
    Character: Druid
    Ascendancy: Acolyte of Chayula
    Character: Monk
    Grants Skill: Archon of Chayula
    Ascendancy: Pathfinder
    Character: Ranger
    Grants Skill: Acidic Concoction
    Ascendancy: Pathfinder
    Character: Ranger
    Grants Skill: Bleeding Concoction
    Ascendancy: Amazon
    Character: Huntress
    Grants Skill: Elemental Surge
    When you Consume a Charge, Trigger Elemental Surge to gain 3 Lightning Surges
    Ascendancy: Spirit Walker
    Character: Huntress
    Grants Skill: Vivid Stampede
    Gain a Vivid Wisp for every 10 metres you move, up to a maximum of 3
    Expend all Vivid Wisps to trigger Vivid Stampede when you Attack
    Ascendancy: Ritualist
    Character: Huntress
    Grants Skill: Blood Boil
    15% more Damage against Enemies affected by Blood Boils
    20% increased Mana Regeneration Rate
    40% increased Physical Damage
    Bleeding
    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.

    Physical damage from Hits Contributes to Bleeding Magnitude.

    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.

    The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
    Damage Types
    The damage types are Physical, Fire, Cold, Lightning and Chaos.
    Poison
    Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.

    Physical and Chaos damage from Hits Contribute to Poison Magnitude.

    Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.

    The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.
    Stun
    Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:

    Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.

    Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).

    Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other.
    Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.
    Light Stun
    Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.

    Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
    Heavy Stun
    Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).

    While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.

    Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
    Overwhelm
    Overwhelm negates a certain amount of the target's Physical damage reduction, but never more than the total Physical damage reduction the target has.
    Armour
    Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

    Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
    Attacks
    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon. Spells are not Attacks.

    The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon's stats unless the skill says otherwise.

    Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Crushed
    Crushed lowers Physical Damage Reduction by 15%. This can result in Physical Damage Reduction being negative, causing more damage to be taken.
    Maces
    Maces are Melee weapons that can be One-Handed or Two-Handed. Maces require Strength to equip.

    Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
    Unarmed Damage
    Unarmed Damage refers to the Hit Damage of Unarmed Attacks. As such, Unarmed Damage is always Attack HitDamage.

    Players' base Unarmed Damage is Physical, and has a minimum roll of 2, and a maximum roll between 5 - 8, depending on how aligned their class is with Strength.

    Other Damage is not considered Unarmed Damage, even if you are Unarmed while dealing it.
    Armour Break
    Some Skills, Items, Support Gems and other effects can Break Armour, which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour, non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits.

    Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
    Armour Break below 0
    Enemies with Armour Broken below 0 have negative Armour. This means they take more Physical damage from Hits. Armour broken below 0 is capped by the enemy's base Armour.
    Quality
    Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.

    Martial Weapons gain 1% more Physical damage per Quality.
    Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
    Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
    Flasks gain 1% more Life and Mana recovery per Quality.
    Charms gain 1% increased duration per Quality.
    Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
    Hollow Palm Technique
    Can Attack as though using a Quarterstaff while both of your hand slots are empty
    Unarmed Attacks that would use an Equipped Quarterstaff's damage have:
    • Base Unarmed Physical damage replaced with damage based on their Skill Level
    • 1% more Attack Speed per 75 Item Evasion on Equipped Armour Items
    • +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
    Corrupted Blood
    Corrupted Blood is a Debuff that deals Physical damage over time.
    Up to 10 Corrupted Blood debuffs can be inflicted on each target.

    Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding.
    Damage Gained as extra X
    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

    For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

    Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
    Volatility
    Volatility explodes after 4 seconds, dealing 100 Physical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile Power, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility.

    Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
    Impale
    Impale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude.

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

    A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
    Blood Loss
    All Physical damage over time taken by a target (including Bleeding) is accumulated as Blood Loss.
    Obelisk of Corruption
    An Obelisk of Corruption is an object that activates once a player gets close enough; granting a 10 second Buff that makes enemies killed by you explode, dealing 10% of their life as Physical damage.
    Breaks Armour
    Monster Breaks Armour equal to 1000% of Physical Damage dealt.
    Extra Physical Damage Aura
    Monster creates an Aura that grants 40% increased Physical Damage to Allies within 5 metres.
    Riven Armour
    Riven Armour is a Debuff inflicted by Hits, which stores 5% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude.

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

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

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

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

    Unless otherwise specified, modifiers to Fully Broken Armour also apply to Sundered Armour. Enemies with Sundered Armour cannot get their Armour Broken further.
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