Strength
+8 to Strength
Strength Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | attributes101 |
| Icon | |
| PassiveSkillsHash | 34202 |
| Tags | isUsed: true |
Strength
+8 to Strength
Strength Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | attributes103 |
| Icon | |
| PassiveSkillsHash | 49285 |
| Tags | isUsed: true |
Strength
+8 to Strength
Strength Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | attributes109 |
| Icon | |
| PassiveSkillsHash | 7218 |
| Tags | isUsed: true |
Strength
+8 to Strength
Strength Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | attributes112 |
| Icon | |
| PassiveSkillsHash | 60203 |
| Tags | isUsed: true |
Strength
+5 to Strength
Strength Attr /3
| Name | Show Full Descriptions |
|---|---|
| ID | generic_attribute_strength |
| Icon | |
| PassiveSkillsHash | 26297 |
Strength Ref /147
Strength
Strength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills.
Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.
Strength does not grant damage to Skills or any other benefits except where specifically stated.
Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.
Strength does not grant damage to Skills or any other benefits except where specifically stated.
Requires: Level 4, 11 Str
local weapon implicit hidden % base damage is fire [50]
+(10—20) to Strength
+(20—30)% to Fire Resistance
Requires: Level 11, 11 Str, 11 Dex
+(0—40) to Armour
+(0—30) to Evasion Rating
+(0—20) to maximum Energy Shield
+(0—60) to Accuracy Rating
+(0—30) to maximum Life
+(0—20) to maximum Mana
(0—20)% increased Rarity of Items found
(0—30)% increased Critical Hit Chance
+(0—10) to Strength
+(0—10) to Dexterity
+(0—10) to Intelligence
+(0—10)% to Fire Resistance
+(0—10)% to Cold Resistance
+(0—10)% to Lightning Resistance
(0—6) Life Regeneration per second
Requires: Level 65, 214 Str, Int 200
+200 Intelligence Requirement
+100 Strength Requirement
(250—350)% increased Physical Damage
(10—20)% increased Attack Speed
+(2—4) to Level of all Lightning Skills
Requires: Level 16, 17 Str, 17 Int
+(20—30) to Strength
+(20—30) to Intelligence
+(30—40)% to Cold Resistance
Requires: Level 6, 11 Str
+(40—60) to maximum Life
+(10—15) to Strength
+(60—80) to Stun Threshold
Permanently Intimidate enemies on Block
Requires: Level 1
+15% to Critical Hit Chance
10% reduced Attack Speed
+10 to Strength
Maim on Critical Hit
Requires: Level 16, 25 Str
(50—80)% increased Armour
(5—15)% increased Strength
(5—15)% increased Dexterity
(5—15)% increased Intelligence
20% reduced Light Radius
Requires: Level 24
Has (1—3) Charm Slot
+(140—180) to Armour
+(20—30) to Strength
(10—20) Life Regeneration per second
Defend with 200% of Armour
Maximum Physical Damage Reduction is 50%
Requires: Level 50
Has (1—3) Charm Slot
(20—30)% increased Stun Threshold
+(40—60) to maximum Life
+(20—40) to Strength
+(20—40) to Dexterity
Requires: Level 24
Has (1—3) Charm Slot
+(140—180) to Armour
+(100—150) to Armour
+(10—20) to Strength
+(3—5)% to Maximum Fire Resistance
+(30—50)% to Fire Resistance
Requires: Level 11, 21 Dex
+(40—60) to maximum Life
+(10—20) to Strength
+(30—40)% to Fire Resistance
Cannot be Ignited
Requires: Level 33, 54 Int
(100—150)% increased Energy Shield
+(20—30) to Strength
+(20—30) to Intelligence
+(17—23)% to Chaos Resistance
Life Recharges
Requires: Level 4, 10 Str
+(40—60) to Armour
+(5—15) to Strength
+(5—15) to Intelligence
+(40—60) to Stun Threshold
Requires: Level 20, 34 Str
(400—500)% increased Armour
(15—30)% increased Strength
10% reduced Dexterity
10% reduced Intelligence
You have no Life Regeneration
Requires: Level 37, 90 Str
50% increased Strength Requirement
20% reduced Movement Speed
(100—150)% increased Armour
(30—50)% increased Rarity of Items found
+(20—30)% to Fire Resistance
Requires: Level 36, 33 Str, 33 Int
+75 to Spirit
+10 to Strength
+15 to Intelligence
+1 to maximum number of Summoned Totems
Requires: Level 27, 38 Int
(10—20)% increased Movement Speed
+(30—50) to maximum Energy Shield
+(10—20) to Strength
+(10—20) to Dexterity
+(10—20) to Intelligence
Requires: Level 5, 7 Str, 7 Dex
+(30—50) to Strength
+(30—50) to Dexterity
+(30—50) to Intelligence
-1 to all Attributes per Level
Has 4 Augment Sockets (Hidden)
Requires: Level 4, 9 Dex
10% increased Weapon Damage per 10 Strength
Requires: Level 12
+(20—30)% to Cold Resistance
(20—30)% increased Cold Damage
+(40—60) to maximum Mana
+(10—15) to Strength
Requires: Level 1
(60—80)% increased Armour
+(10—15) to Strength
(3—5) Life Regeneration per second
20% reduced Stun Threshold
Double Stun Threshold while Shield is Raised
Requires: Level 33, 48 Str
(10—15)% increased Block chance
(60—100)% increased Armour
+(20—30) to Strength
+(100—150) to Stun Threshold
Requires: Level 26, 22 Str, 22 Dex
+(20—30) to Strength
+(20—30) to Dexterity
+(20—30)% to Fire Resistance
+(20—30)% to Cold Resistance
No Movement Speed Penalty while Shield is Raised
Requires: Level 4, 11 Str
Causes (20—40)% increased Stun Buildup
(80—120)% increased Physical Damage
+(10—15) to Strength
Gain (10—20) Life per enemy killed
Slam Skills you use yourself cause an additional Aftershock
Requires: Level 28, 37 Str, Dex 50
+50 Dexterity Requirement
-15 Strength Requirement
(80—120)% increased Physical Damage
50% increased Attack Speed
(15—25)% increased Light Radius
Requires: Level 56
Has (1—3) Charm Slot
(20—30)% increased Stun Threshold
+(10—30) to Strength
Corrupted Blood cannot be inflicted on you
Requires: Level 27, 45 Str
(50—100)% increased Armour
+(40—60) to maximum Mana
+(10—20) to Strength
+(60—80) to Stun Threshold
50% of Physical Damage prevented Recouped as Life
Requires: Level 36
+(20—30) to Strength
Requires: Level 10, 10 Dex, 10 Int
+(20—25) to Evasion Rating
+(10—15) to maximum Energy Shield
+(10—20) to Strength
+(10—20) to Intelligence
Requires: Level 65, 17 Str, 38 Int
+(20—30) to Strength
25% increased Light Radius
Grants effect of Guided Meteoric Shrine
Requires: Level 5, 10 Dex
(150—200)% increased Physical Damage
(10—15)% reduced Attack Speed
+(15—30) to Strength
Strikes deal Splash Damage
Knocks Back Enemies on Hit
Cannot use Projectile Attacks
Requires: Level 68, 67 Str, 67 Int
+(20—30) to Spirit
+(20—30) to Strength
+(20—30) to Intelligence
+(17—23)% to Chaos Resistance
(10—20)% of Damage taken Recouped as Life
Requires: Level 45, 32 Str, 32 Dex
(5—10)% increased Attack Speed
+(20—30) to Strength
+(20—30) to Dexterity
+(30—50)% to Lightning Resistance
Requires: Level 42
+(12—16)% to Fire and Cold Resistances
+(10—20)% to Fire and Cold Resistances
Regenerate (1—2)% of maximum Life per second while Ignited
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Chilled Ground
as being boosted by Chilled Ground
Requires: Level 42
+(12—16)% to Fire and Lightning Resistances
+(10—20)% to Fire and Lightning Resistances
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Ignited Ground
as being boosted by Ignited Ground
Requires: Level 65, 67 Str, 67 Int
+1% to all Maximum Elemental Resistances
(150—200)% increased Armour
Maximum Energy Shield cannot be Converted
Regenerate 2 Life per second for every 10 Intelligence
Requires: Level 72, 94 Str, 67 Int
(15—20)% reduced Attack Speed
+(30—40) to Strength
exposure art variation [1]
Requires: Level 16, 21 Str, 16 Int
Minions deal (30—50)% increased Damage
(70—100)% increased Physical Damage
5% increased Movement Speed
+(8—15) to Strength
+(8—15) to Intelligence
(5—8)% increased Damage per Minion
Requires: Level 45, 80 Str
Hits with this Weapon have 5% chance to Trigger Molten Shower per 25 Strength
(80—120)% increased Physical Damage
(5—10)% increased Attack Speed
+(15—25) to Strength
local display grants level X molten shower [1]
Requires: Level 47
Has 3 Sockets
Maximum Quality is 40%
+(20—30) to Strength
Requires: Level 65, 67 Str, 67 Int
+1% to all Maximum Elemental Resistances
Gain 1 Runic Binding on Hit with Spells, no more than once every 0.5 seconds
Lose all Runic Bindings when you Shapeshift to gain that much Unbound Potential
Lose all Runic Bindings when you Shapeshift to gain that much Unbound Potential
Requires: Level 70, 249 Str
+150 Strength Requirement
(10—20)% increased Block chance
(150—200)% increased Armour
Requires: Level 1
(30—50)% increased Stun Buildup
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
Unarmed Attacks that would use an Equipped One Hand Mace's damage use this Item's damage
local display facebreaker damage imitation weapon [1]
Requires: Level 70, 67 Str, 67 Int
+(1—5)% to Maximum Chaos Resistance
Damage over Time cannot bypass your Energy Shield
Requires: Level 5, 9 Str, 8 Int
(60—90)% increased Physical Damage
(6—10)% increased Attack Speed
+(7—14) to Strength
Requires: Level 52, 60 Str, 43 Int
(250—300)% increased Physical Damage
(30—50)% increased Armour
(10—15)% reduced Attack Speed
+(20—30) to Strength
Every second Slam Skill you use while Shapeshifted is Ancestrally Boosted
Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted
Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted
Requires: Level 65, 59 Str, 59 Int
The Bodach haunts your Presence
the wendigo manifestation delay randomisation ms [500]
the wendigo manifests +% faster per enemy power in your presence [5]
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Soul Core of Atmohua
Stack Size: 1 / 10
Emergent Vigour
Limited to: 1 Ancient Augment
Requires: Level 60
Body Armours: Gain Maximum Energy Shield equal to 50% of total
Strength Requirements of Equipped Armour Items
Strength Requirements of Equipped Armour Items
Amber Amulet
Requires: Level 8
+(10—15) to Strength
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
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.
Ascendancy: Warbringer
Character: Warrior
+1 to maximum number of Summoned Totems
Trigger Ancestral Spirits when you Summon a Totem
Ascendancy: Gemling Legionnaire
Character: Mercenary
base maximum number of gemling barrier stacks [3]
Ascendancy: Invoker
Character: Monk
Trigger Elemental Expression on Melee Critical Hit
10% reduced maximum Mana
1% increased Damage per 15 Strength
+15 to Strength
25% increased Critical Damage Bonus
+10 to Strength
10% increased Attack Damage
15% increased Projectile Damage
30% increased Stun Buildup against enemies within 2 metres
+10 to Strength
+10 to Strength
You can wield Two-Handed Axes, Maces and Swords in one hand
Triple Attribute requirements of Martial Weapons
Inherent Life granted by Strength is halved
Triple Attribute requirements of Martial Weapons
Inherent Life granted by Strength is halved
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants 20% increased Strength
base physical damage reduction rating no display [200]
Ascendancy: Gemling Legionnaire
Character: Mercenary
+2 to Level of all Skills with a Strength requirement
Heroic Tragedy: Vorana
Attributes
Strength, Dexterity, and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
Each Attribute provides a different inherent bonus.
Each Attribute provides a different inherent bonus.
Swords
Swords are Melee weapons that can be One-Handed or Two-Handed. Swords require Strength and Dexterity to equip.
Sword Attacks are commonly related to elemental damage.
Sword Attacks are commonly related to elemental damage.
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.
Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
Sceptres
Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.
Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
Axes
Axes are Melee weapons that can be One-Handed or Two-Handed. Axes require Strength and Dexterity to equip.
Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Talismans
Talismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.
Talismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.
While you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.
Talismans allow you to use Shapeshifting Skills associated with the Talisman's current form, and grants a basic Attack for that form. You can change the Talisman's form at any time.
While you have a Talisman in your active weapon set you will Shapeshift into its associated form. As a result, Skills that cannot be used in a Shapeshift form cannot be used with Talismans. Triggered Skills and Persistent Skills will continue to function.
Crossbows
Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills.
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
Flails
Flails are One-Handed Melee weapons that require Strength and Intelligence to equip. Flails cannot be Dual Wielded.
Flail Attacks tend to reward careful placement and long wind-up times with devastating effects.
Flail Attacks tend to reward careful placement and long wind-up times with devastating effects.
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.
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.
Thaumaturgical Dynamism
While Thaumaturgical Dynamism is active, you passively generate a Power, Frenzy or Endurance Charge once every five seconds.
The kind of Charge you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total Strength Requirement total of your socketed Skill Gems, the more likely you will be to generate an Endurance Charge. Higher total Dexterity Requirement corresponds to a higher chance for Frenzy Charges, and Intelligence to Power Charges.
The kind of Charge you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total Strength Requirement total of your socketed Skill Gems, the more likely you will be to generate an Endurance Charge. Higher total Dexterity Requirement corresponds to a higher chance for Frenzy Charges, and Intelligence to Power Charges.
Armour Movement Penalties
Depending on the type of Armour equipped, Players will have a less Movement Speed penalty applied depending on what Attribute the Armour requires. These penalties only apply to equipped Body Armours and Shields.
For Body Armour, pure Strength has a 5% penalty, hybrid Strength and Dexterity or Intelligence has a 4% penalty and pure Dexterity or Intelligence has a 3% penalty.
For Shields, pure Strength has a 3% penalty, hybrid Strength and Dexterity or Intelligence has a 1.5% penalty and pure Dexterity or Intelligence has no penalty.
For Body Armour, pure Strength has a 5% penalty, hybrid Strength and Dexterity or Intelligence has a 4% penalty and pure Dexterity or Intelligence has a 3% penalty.
For Shields, pure Strength has a 3% penalty, hybrid Strength and Dexterity or Intelligence has a 1.5% penalty and pure Dexterity or Intelligence has no penalty.
Wild Spirit
Wild Spirits are a type of Azmeri Spirit.
Monsters Influenced or Possessed by Wild Spirits gain increased Toughness, in addition to any bonuses from the specific spirit type.
Monsters Possessed by Wild Spirits drop Strength items.
Monsters Influenced or Possessed by Wild Spirits gain increased Toughness, in addition to any bonuses from the specific spirit type.
Monsters Possessed by Wild Spirits drop Strength items.
Strength
Strength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills.
Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.
Strength does not grant damage to Skills or any other benefits except where specifically stated.
Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.
Strength does not grant damage to Skills or any other benefits except where specifically stated.
Skill Gem /7
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.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
Support Gem /5
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.
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
Item mods /13
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of the Brute | 1 | Suffix | +(5—8) to Strength Attribute | ring 1 amulet 1 belt 1 str_armour 1 str_dex_armour 1 str_int_armour 1 str_dex_int_armour 1 mace 1 axe 1 sword 1 spear 1 flail 1 crossbow 1 sceptre 1 talisman 1 default 0 |
| of the Wrestler | 11 | Suffix | +(9—12) to Strength Attribute | ring 1 amulet 1 belt 1 str_armour 1 str_dex_armour 1 str_int_armour 1 str_dex_int_armour 1 mace 1 axe 1 sword 1 spear 1 flail 1 crossbow 1 sceptre 1 talisman 1 default 0 |
| of the Bear | 22 | Suffix | +(13—16) to Strength Attribute | ring 1 amulet 1 belt 1 str_armour 1 str_dex_armour 1 str_int_armour 1 str_dex_int_armour 1 mace 1 axe 1 sword 1 spear 1 flail 1 crossbow 1 sceptre 1 talisman 1 default 0 |
| of the Lion | 33 | Suffix | +(17—20) to Strength Attribute | ring 1 amulet 1 belt 1 str_armour 1 str_dex_armour 1 str_int_armour 1 str_dex_int_armour 1 mace 1 axe 1 sword 1 spear 1 flail 1 crossbow 1 sceptre 1 talisman 1 default 0 |
| of the Gorilla | 44 | Suffix | +(21—24) to Strength Attribute | ring 1 amulet 1 belt 1 str_armour 1 str_dex_armour 1 str_int_armour 1 str_dex_int_armour 1 mace 1 axe 1 sword 1 spear 1 flail 1 crossbow 1 sceptre 1 talisman 1 default 0 |
| of the Goliath | 55 | Suffix | +(25—27) to Strength Attribute | ring 1 amulet 1 belt 1 str_armour 1 str_dex_armour 1 str_int_armour 1 str_dex_int_armour 1 mace 1 axe 1 sword 1 spear 1 flail 1 crossbow 1 sceptre 1 talisman 1 default 0 |
| of the Leviathan | 66 | Suffix | +(28—30) to Strength Attribute | ring 1 amulet 1 belt 1 str_armour 1 str_dex_armour 1 str_int_armour 1 str_dex_int_armour 1 mace 1 axe 1 sword 1 spear 1 flail 1 crossbow 1 sceptre 1 talisman 1 default 0 |
| of the Titan | 74 | Suffix | +(31—33) to Strength Attribute | ring 1 amulet 1 belt 1 str_armour 1 str_dex_armour 1 str_int_armour 1 str_dex_int_armour 1 mace 1 axe 1 sword 1 spear 1 flail 1 crossbow 1 sceptre 1 talisman 1 default 0 |
| of the Gods | 81 | Suffix | +(34—36) to Strength Attribute | belt 1 default 0 |
| 1 | Corrupted | +(10—15) to Strength Attribute | belt 1 ring 1 amulet 1 default 0 | |
| Filigree | 1 | Prefix | (20—40)% increased Fishing Line Strength | fishing_rod 1 default 0 |
| 1 | Unique | +(35—50) to Strength Attribute | belt 1 ring 1 amulet 1 default 0 | |
| 1 | Unique | +(14—16) to Strength Attribute | default 1 |
Monsters mods /3
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Endurance | 1 | Suffix | monster additional strength ratio % for armour [100] Armour | Armour 1 default 1 |
| Ox-Touched | 1 | Torment | 50% increased Elemental Ailment Threshold 50% reduced Slowing Potency of Debuffs on You monster additional strength ratio % for armour [100] | |
| Hunted by the Raging Ox | 1 | Torment | 100% increased Elemental Ailment Threshold 50% reduced Slowing Potency of Debuffs on You dropped items are converted to str items [1] monster additional strength ratio % for armour [100] |
Misc mods /28
| Name | Level | Domain | Pre/Suf | Description | Weight |
|---|---|---|---|---|---|
| Marauder's | 1 | Strongbox | Prefix | Contained non-Unique Armour and Weapons will require Strength | strongbox_robot_rare_guard 0 strongbox_can_roll_attribute_replacements_strength 1 default 0 |
| Duelist's | 1 | Strongbox | Prefix | Contained non-Unique Armour and Weapons will only require Strength or Dexterity | strongbox_robot_rare_guard 0 strongbox_can_roll_attribute_replacements_strength 1 strongbox_can_roll_attribute_replacements_dexterity 1 default 0 |
| Templar's | 1 | Strongbox | Prefix | Contained non-Unique Armour and Weapons will only require Strength or Intelligence | strongbox_robot_rare_guard 0 martial_strongbox 0 strongbox_can_roll_attribute_replacements_intelligence 1 strongbox_can_roll_attribute_replacements_strength 1 default 0 |
| Templar's | 1 | Strongbox | Prefix | Contained non-Unique Armour and Weapons will only require Strength or Intelligence | strongbox_robot_rare_guard 0 strongbox_can_roll_attribute_replacements_intelligence_martial 1 strongbox_can_roll_attribute_replacements_strength_martial 1 default 0 |
| 1 | Jewel | Unique | Notable Passive Skills in Radius also grant (2—3)% increased Strength Attribute | ||
| 1 | Jewel | Corrupted | +(4—6) to Strength Attribute | default 1 | |
| of Strength | 1 | Jewel | Unique | +(12—16) to Strength Attribute | not_str 1 default 1 |
| of Athletics | 1 | Jewel | Unique | +(8—10) to Strength and Dexterity Attribute | not_int 1 default 1 |
| of Spirit | 1 | Jewel | Unique | +(8—10) to Strength and Intelligence Attribute | not_dex 1 default 1 |
| 1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Dexterity local jewel effect base radius [800] Attribute | ||
| 1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Dexterity local jewel effect base radius [1500] Attribute | ||
| 1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Strength local jewel effect base radius [800] Attribute | ||
| 1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Strength local jewel effect base radius [1500] Attribute | ||
| 1 | Jewel | Unique | +(16—24) to Strength Attribute | ||
| 1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Intelligence local jewel effect base radius [800] Attribute | ||
| 1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Intelligence local jewel effect base radius [1500] Attribute | ||
| 1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Strength local jewel effect base radius [800] Attribute | ||
| 1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Strength local jewel effect base radius [1500] Attribute | ||
| 1 | Jewel | Unique | 3% increased Totem Life per 10 Strength Allocated in Radius local jewel effect base radius [1500] Life | ||
| 1 | Jewel | Unique | Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus local jewel effect base radius [1200] Damage Physical Attack | ||
| 1 | Jewel | Unique | With at least 40 Strength in Radius, Ground Slam has a 50% increased angle local jewel effect base radius [1200] Attack | ||
| 1 | Jewel | Unique | With at least 40 Strength in Radius, Ground Slam has a 35% chance to grant an Endurance Charge when you Stun an Enemy Attack | ||
| 1 | Jewel | Unique | With 40 total Strength and Intelligence in Radius, Prismatic Skills deal 50% less Cold Damage With 40 total Strength and Intelligence in Radius, Prismatic Skills cannot choose Cold local jewel effect base radius [1200] Damage Elemental Cold Attack | ||
| 1 | Jewel | Unique | With 40 total Dexterity and Strength in Radius, Prismatic Skills deal 50% less Lightning Damage With 40 total Dexterity and Strength in Radius, Prismatic Skills cannot choose Lightning local jewel effect base radius [1200] Damage Elemental Lightning Attack | ||
| 1 | Jewel | Unique | With at least 40 Strength in Radius, Combust is Disabled local jewel effect base radius [1200] Attack | ||
| of the Abyss | 1 | Abyss | Suffix | (1—2)% increased Strength Attribute | strjewel 1 intjewel 1 dexjewel 1 default 0 |
| of Ulaman | 65 | Abyss | Suffix | +(9—15) to Strength and Dexterity ulaman Attribute | Armour 1 belt 1 ring 1 amulet 1 default 0 ulaman_mod 1 |
| of Amanamu | 65 | Abyss | Suffix | +(9—15) to Strength and Intelligence amanamu Attribute | Armour 1 belt 1 ring 1 amulet 1 default 0 amanamu_mod 1 |
Item /13
Amber Amulet
Requires: Level 8
+(10—15) to Strength
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
[DNT-UNUSED] Quadrilla Boss Drop
[DNT-UNUSED] Fill Me In
[DNT-UNUSED] Grants +10 to Strength
Strength Tattoo of Ngamahu
Right-click to apply the Tattoo directly to your body and gain a bonus.
Grants +5 to Strength
Unique /55
Requires: Level 4, 11 Str
local weapon implicit hidden % base damage is fire [50]
+(10—20) to Strength
+(20—30)% to Fire Resistance
Requires: Level 11, 11 Str, 11 Dex
+(0—40) to Armour
+(0—30) to Evasion Rating
+(0—20) to maximum Energy Shield
+(0—60) to Accuracy Rating
+(0—30) to maximum Life
+(0—20) to maximum Mana
(0—20)% increased Rarity of Items found
(0—30)% increased Critical Hit Chance
+(0—10) to Strength
+(0—10) to Dexterity
+(0—10) to Intelligence
+(0—10)% to Fire Resistance
+(0—10)% to Cold Resistance
+(0—10)% to Lightning Resistance
(0—6) Life Regeneration per second
Requires: Level 16, 17 Str, 17 Int
+(20—30) to Strength
+(20—30) to Intelligence
+(30—40)% to Cold Resistance
Requires: Level 6, 11 Str
+(40—60) to maximum Life
+(10—15) to Strength
+(60—80) to Stun Threshold
Permanently Intimidate enemies on Block
Requires: Level 1
+15% to Critical Hit Chance
10% reduced Attack Speed
+10 to Strength
Maim on Critical Hit
Requires: Level 16, 25 Str
(50—80)% increased Armour
(5—15)% increased Strength
(5—15)% increased Dexterity
(5—15)% increased Intelligence
20% reduced Light Radius
Requires: Level 24
Has (1—3) Charm Slot
+(140—180) to Armour
+(20—30) to Strength
(10—20) Life Regeneration per second
Defend with 200% of Armour
Maximum Physical Damage Reduction is 50%
Requires: Level 50
Has (1—3) Charm Slot
(20—30)% increased Stun Threshold
+(40—60) to maximum Life
+(20—40) to Strength
+(20—40) to Dexterity
Requires: Level 24
Has (1—3) Charm Slot
+(140—180) to Armour
+(100—150) to Armour
+(10—20) to Strength
+(3—5)% to Maximum Fire Resistance
+(30—50)% to Fire Resistance
Requires: Level 11, 21 Dex
+(40—60) to maximum Life
+(10—20) to Strength
+(30—40)% to Fire Resistance
Cannot be Ignited
Requires: Level 33, 54 Int
(100—150)% increased Energy Shield
+(20—30) to Strength
+(20—30) to Intelligence
+(17—23)% to Chaos Resistance
Life Recharges
Requires: Level 4, 10 Str
+(40—60) to Armour
+(5—15) to Strength
+(5—15) to Intelligence
+(40—60) to Stun Threshold
Requires: Level 20, 34 Str
(400—500)% increased Armour
(15—30)% increased Strength
10% reduced Dexterity
10% reduced Intelligence
You have no Life Regeneration
Requires: Level 36, 33 Str, 33 Int
+75 to Spirit
+10 to Strength
+15 to Intelligence
+1 to maximum number of Summoned Totems
Requires: Level 27, 38 Int
(10—20)% increased Movement Speed
+(30—50) to maximum Energy Shield
+(10—20) to Strength
+(10—20) to Dexterity
+(10—20) to Intelligence
Requires: Level 4, 9 Dex
10% increased Weapon Damage per 10 Strength
Requires: Level 12
+(20—30)% to Cold Resistance
(20—30)% increased Cold Damage
+(40—60) to maximum Mana
+(10—15) to Strength
Requires: Level 1
(60—80)% increased Armour
+(10—15) to Strength
(3—5) Life Regeneration per second
20% reduced Stun Threshold
Double Stun Threshold while Shield is Raised
Requires: Level 33, 48 Str
(10—15)% increased Block chance
(60—100)% increased Armour
+(20—30) to Strength
+(100—150) to Stun Threshold
Requires: Level 26, 22 Str, 22 Dex
+(20—30) to Strength
+(20—30) to Dexterity
+(20—30)% to Fire Resistance
+(20—30)% to Cold Resistance
No Movement Speed Penalty while Shield is Raised
Requires: Level 4, 11 Str
Causes (20—40)% increased Stun Buildup
(80—120)% increased Physical Damage
+(10—15) to Strength
Gain (10—20) Life per enemy killed
Slam Skills you use yourself cause an additional Aftershock
Requires: Level 56
Has (1—3) Charm Slot
(20—30)% increased Stun Threshold
+(10—30) to Strength
Corrupted Blood cannot be inflicted on you
Requires: Level 27, 45 Str
(50—100)% increased Armour
+(40—60) to maximum Mana
+(10—20) to Strength
+(60—80) to Stun Threshold
50% of Physical Damage prevented Recouped as Life
Requires: Level 36
+(20—30) to Strength
Requires: Level 10, 10 Dex, 10 Int
+(20—25) to Evasion Rating
+(10—15) to maximum Energy Shield
+(10—20) to Strength
+(10—20) to Intelligence
Requires: Level 65, 17 Str, 38 Int
+(20—30) to Strength
25% increased Light Radius
Grants effect of Guided Meteoric Shrine
Requires: Level 5, 10 Dex
(150—200)% increased Physical Damage
(10—15)% reduced Attack Speed
+(15—30) to Strength
Strikes deal Splash Damage
Knocks Back Enemies on Hit
Cannot use Projectile Attacks
Requires: Level 68, 67 Str, 67 Int
+(20—30) to Spirit
+(20—30) to Strength
+(20—30) to Intelligence
+(17—23)% to Chaos Resistance
(10—20)% of Damage taken Recouped as Life
Requires: Level 45, 32 Str, 32 Dex
(5—10)% increased Attack Speed
+(20—30) to Strength
+(20—30) to Dexterity
+(30—50)% to Lightning Resistance
Requires: Level 42
+(12—16)% to Fire and Cold Resistances
+(10—20)% to Fire and Cold Resistances
Regenerate (1—2)% of maximum Life per second while Ignited
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Chilled Ground
as being boosted by Chilled Ground
Requires: Level 42
+(12—16)% to Fire and Lightning Resistances
+(10—20)% to Fire and Lightning Resistances
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Ignited Ground
as being boosted by Ignited Ground
Requires: Level 65, 67 Str, 67 Int
+1% to all Maximum Elemental Resistances
(150—200)% increased Armour
Maximum Energy Shield cannot be Converted
Regenerate 2 Life per second for every 10 Intelligence
Requires: Level 72, 94 Str, 67 Int
(15—20)% reduced Attack Speed
+(30—40) to Strength
exposure art variation [1]
Requires: Level 16, 21 Str, 16 Int
Minions deal (30—50)% increased Damage
(70—100)% increased Physical Damage
5% increased Movement Speed
+(8—15) to Strength
+(8—15) to Intelligence
(5—8)% increased Damage per Minion
Requires: Level 45, 80 Str
Hits with this Weapon have 5% chance to Trigger Molten Shower per 25 Strength
(80—120)% increased Physical Damage
(5—10)% increased Attack Speed
+(15—25) to Strength
local display grants level X molten shower [1]
Requires: Level 47
Has 3 Sockets
Maximum Quality is 40%
+(20—30) to Strength
Requires: Level 65, 67 Str, 67 Int
+1% to all Maximum Elemental Resistances
Gain 1 Runic Binding on Hit with Spells, no more than once every 0.5 seconds
Lose all Runic Bindings when you Shapeshift to gain that much Unbound Potential
Lose all Runic Bindings when you Shapeshift to gain that much Unbound Potential
Requires: Level 1
(30—50)% increased Stun Buildup
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
Unarmed Attacks that would use an Equipped One Hand Mace's damage use this Item's damage
local display facebreaker damage imitation weapon [1]
Requires: Level 70, 67 Str, 67 Int
+(1—5)% to Maximum Chaos Resistance
Damage over Time cannot bypass your Energy Shield
Requires: Level 5, 9 Str, 8 Int
(60—90)% increased Physical Damage
(6—10)% increased Attack Speed
+(7—14) to Strength
Requires: Level 52, 60 Str, 43 Int
(250—300)% increased Physical Damage
(30—50)% increased Armour
(10—15)% reduced Attack Speed
+(20—30) to Strength
Every second Slam Skill you use while Shapeshifted is Ancestrally Boosted
Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted
Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted
Requires: Level 65, 59 Str, 59 Int
The Bodach haunts your Presence
the wendigo manifestation delay randomisation ms [500]
the wendigo manifests +% faster per enemy power in your presence [5]
Passive /30
10% reduced maximum Mana
1% increased Damage per 15 Strength
+15 to Strength
25% increased Critical Damage Bonus
+10 to Strength
10% increased Attack Damage
15% increased Projectile Damage
30% increased Stun Buildup against enemies within 2 metres
+10 to Strength
+10 to Strength
Ascendancy Passive /1
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants 20% increased Strength
base physical damage reduction rating no display [200]
Timeless Jewel Passive /4
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.


























































































