Armour
15% increased Armour
Armour Attr /4
NameShow Full Descriptions
IDarmour1
IconArt/2DArt/SkillIcons/passives/dmgreduction.png
PassiveSkillsHash30457
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Armour
20% increased Armour if you haven't been Hit Recently
Armour Attr /4
NameShow Full Descriptions
IDarmour2__
IconArt/2DArt/SkillIcons/passives/dmgreduction.png
PassiveSkillsHash13293
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Armour
20% increased Armour if you have been Hit Recently
Armour Attr /4
NameShow Full Descriptions
IDarmour3
IconArt/2DArt/SkillIcons/passives/dmgreduction.png
PassiveSkillsHash54416
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Armour
15% increased Armour
Armour Attr /4
NameShow Full Descriptions
IDarmour4_
IconArt/2DArt/SkillIcons/passives/dmgreduction.png
PassiveSkillsHash60274
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Armour
15% increased Armour
Armour Attr /4
NameShow Full Descriptions
IDarmour5
IconArt/2DArt/SkillIcons/passives/dmgreduction.png
PassiveSkillsHash6529
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Armour
(7–12)% increased Armour
Armour Attr /7
NameValue
SourceTimeless Jewel
SourceGlorious Vanity
Codevaal_small_armour
IconArt/2DArt/SkillIcons/passives/VaalDefensive.png
NameArmour
Weight75
Stats
  • physical_damage_reduction_rating_+% Min: 0 Max: 0
  • Armour Ref /232
    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.
    10% increased Movement Speed
    (30–50)% increased Armour and Evasion
    +(30–50) to Stun Threshold
    +(30–50) to Ailment Threshold
    Grants Skill: Raise Shield
    (80–100)% increased Block chance
    (100–150)% increased Armour
    +(13–17)% to Chaos Resistance
    You take (25–40)% of damage from Blocked Hits
    Enemies are Culled on Block
    local weapon implicit hidden % base damage is fire [50]
    Adds (4–6) to (8–10) Physical Damage
    Adds (4–6) to (8–10) Fire Damage
    +(10–20) to Strength
    +(20–30)% to Fire Resistance
    Hits Break (30–50) Armour
    Inflicts Fire Exposure when this Weapon Fully Breaks Armour
    +(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
    (80–100)% increased Armour
    (30–50)% increased Critical Hit Chance
    +(20–30) to Intelligence
    Leech from Critical Hits is instant
    Grants Skill: Raise Shield
    (15–20)% increased Block chance
    (60–100)% increased Armour
    Accuracy Rating is Doubled
    Blocking Damage Poisons the Enemy as though dealing 200 Base Chaos Damage
    Grants Skill: Raise Shield
    (20–25)% increased Block chance
    (60–80)% increased Armour and Evasion
    +(60–80) to Stun Threshold
    Allies in your Presence have Block Chance equal to yours
    (10–15)% increased Skill Speed
    +(15–25) to Armour
    +(40–60) to maximum Life
    (10–15)% reduced maximum Mana
    Share Charges with Allies in your Presence
    Grants Skill: Level 4 Decompose
    10% increased Movement Speed
    (30–50)% increased Armour
    +(5–10) to Strength
    Trigger Decompose Skill on Step
    (30–60)% increased Armour
    Adds (6–10) to (12–16) Physical Damage to Attacks
    5% reduced Attack Speed
    (20–30)% increased Stun Buildup
    (50–100)% increased Armour and Energy Shield
    25% reduced maximum Life
    Life Leech can Overflow Maximum Life
    (40–60)% reduced Duration of Bleeding on You
    Grants Skill: Raise Shield
    10% reduced Movement Speed
    (100–150)% increased Armour
    +(100–150) to Stun Threshold
    Cannot use Shield Skills
    (50–80)% increased Armour
    20% reduced Light Radius
    (5–15)% increased Strength
    (5–15)% increased Dexterity
    (5–15)% increased Intelligence
    (100–150)% increased Armour and Energy Shield
    25% reduced maximum Mana
    +(13–17)% to Chaos Resistance
    25% chance to gain a Power Charge on Critical Hit
    (60–100)% increased Armour and Evasion
    (-20–-10)% to Fire Resistance
    Damage of Enemies Hitting you is Unlucky while you are on Low Life
    50% chance to Avoid Death from Hits
    (50–100)% increased Armour and Energy Shield
    +100 to Spirit
    +(5–15)% to all Elemental Resistances
    Gain no inherent bonus from Intelligence
    (60–100)% increased Armour
    +(10–20) to Strength
    (20–30)% increased Warcry Speed
    Warcries Explode Corpses dealing 10% of their Life as Physical Damage
    Warcry Skills have (20–30)% increased Area of Effect
    +(30–40) to maximum Life
    10% reduced Movement Speed
    10% reduced Skill Speed
    (25–50)% increased Armour
    25% increased Block chance
    +(3–5)% to maximum Block chance
    Has (1–3) Charm Slot
    +(100–140) to Armour
    +(20–30) to Strength
    (10–20) Life Regeneration per second
    Defend with 200% of Armour
    Maximum Physical Damage Reduction is 50%
    Has (1–3) Charm Slot
    (20–30)% increased Flask Charges gained
    +(100–150) to Armour
    (10–15)% reduced Flask Charges used
    (20–30)% increased Flask Charges gained
    Life Flasks used while on Low Life apply Recovery Instantly
    Mana Flasks used while on Low Mana apply Recovery Instantly
    Has (1–3) Charm Slot
    +(100–140) to Armour
    +(100–150) to Armour
    +(10–20) to Strength
    +(30–50)% to Fire Resistance
    +(40–60) to Armour
    +(5–15) to Strength
    +(5–15) to Intelligence
    +(100–150)% of Armour also applies to Elemental Damage
    +(40–60) to Stun Threshold
    (120–160)% increased Armour
    50% chance to inflict Bleeding on Hit
    50% reduced Slowing Potency of Debuffs on You
    (15–20) to (25–30) Physical Thorns damage
    (400–500)% increased Armour
    (15–30)% increased Strength
    10% reduced Dexterity
    10% reduced Intelligence
    You have no Life Regeneration
    50% increased Strength Requirement
    20% reduced Movement Speed
    (100–150)% increased Armour
    (30–50)% increased Rarity of Items found
    +(20–30)% to Fire Resistance
    (80–100)% increased Armour and Evasion
    +(80–100) to maximum Life
    +(75–150) to Stun Threshold
    25% chance to be inflicted with Bleeding when Hit
    (100–150)% increased Armour and Evasion
    +(20–30) to Strength
    +(100–150) to Stun Threshold
    (50–80)% increased Armour and Evasion
    +50 to Spirit
    +(10–15) to all Attributes
    (10–15) Life Regeneration per second
    (20–40)% increased Mana Cost Efficiency
    (100–150)% increased Armour and Evasion
    +(100–150) to maximum Life
    +(100–150) to Stun Threshold
    Life Recovery from Flasks is instant
    (25–30) to (35–40) Physical Thorns damage
    (50–100)% increased Armour and Evasion
    +(60–80) to maximum Life
    +100% of Armour also applies to Lightning Damage
    Enemies in your Presence have Lightning Resistance equal to yours
    Lightning Resistance does not affect Lightning damage taken
    (100–150)% increased Armour and Evasion
    +(100–150) to maximum Life
    +(17–23)% to Chaos Resistance
    +(200–300) to Ailment Threshold
    Life that would be lost by taking Damage is instead Reserved
    until you take no Damage to Life for 5 seconds
    (100–150)% increased Armour and Energy Shield
    +(17–23)% to Chaos Resistance
    (20–30)% increased Flask Charges gained
    50% less Flask Charges used
    (80–120)% increased Armour and Energy Shield
    +10 to Strength
    (20–30)% reduced Totem Life
    +1 to maximum number of Summoned Totems
    Inflicts a random Curse on you when your Totems die, ignoring Curse limit
    +(100–200) to maximum Energy Shield
    +(20–40) to Spirit
    +(25–35)% to Fire Resistance
    +(25–35)% to Cold Resistance
    Increases and Reductions to Mana Regeneration Rate also
    apply to Energy Shield Recharge Rate
    Gain (30–50)% of Maximum Mana as Armour
    +(50–70) to Armour
    +(50–70) to Stun Threshold
    -10 Physical damage taken from Projectile Attacks
    +10% to Block chance
    10% increased Movement Speed
    (100–150)% increased Armour
    +(80–100) to maximum Life
    (80–100)% increased Chance to be afflicted by Ailments when Hit
    25% increased Movement Speed while affected by an Ailment
    15% increased Movement Speed
    (50–100)% increased Armour
    50% increased Attribute Requirements
    Deal 30% of Overkill damage to enemies within 2 metres of the enemy killed
    (50–100)% increased Armour and Evasion
    +(20–30)% to Lightning Resistance
    25% reduced Light Radius
    5% increased Movement Speed per Frenzy Charge
    +1 to Maximum Frenzy Charges
    (150–200)% increased Armour and Evasion
    (20–25) Life Regeneration per second
    200% increased Stun Recovery
    (30–50)% reduced Chill Duration on you
    (30–50)% reduced Freeze Duration on you
    (30–50)% reduced Shock duration on you
    Grants Skill: Level 11 Black Powder Blitz
    (80–100)% increased Armour and Evasion
    (10–20)% increased Rarity of Items found
    +(15–25)% to Fire Resistance
    Gain Deflection Rating equal to 20% of Armour
    +(200–300) to Stun Threshold
    You cannot Sprint
    cannon ball footsteps [1]
    footstep effect variation [119]
    10% increased Movement Speed
    (30–60)% increased Armour and Energy Shield
    Adds 1 to (30–50) Lightning damage to Attacks
    Drop Shocked Ground while moving, lasting 8 seconds
    (50–100)% increased Armour and Evasion
    +(200–400) to Accuracy Rating
    (30–50)% increased Critical Hit Chance
    Skills have a (100–150)% longer Perfect Timing window
    Grants Skill: Raise Shield
    Grants Skill: Level 14 Cast on Block
    (150–200)% increased Armour
    Chance to Block Damage is Lucky
    You take (15–20)% of damage from Blocked Hits
    (100–150)% increased Armour and Energy Shield
    (15–25) Life Regeneration per second
    (15–25)% increased Mana Regeneration Rate
    Alternating every 5 seconds:
    Take 30% less Damage from Hits
    Take 30% less Damage over time
    (60–100)% increased Armour
    (20–30)% increased Critical Damage Bonus
    Critical Hits cannot Extract Impale
    (20–31) to (31–49) Physical Thorns damage
    50% increased Armour and Evasion
    Adds (2–3) to (5–6) Physical Damage to Attacks
    +(30–50) to maximum Life
    (4–8)% increased Attack Speed
    Strength can satisfy other Attribute Requirements of Melee Weapons and Melee Skills
    (40–60)% increased Armour and Evasion
    (40–50)% increased Rarity of Items found
    Lose 2% of maximum Life on Kill
    (100–150)% increased Armour and Evasion
    (5–10)% increased Attack Speed
    Gain (20–30) Life per Enemy Killed
    Gain (20–30) Mana per Enemy Killed
    (50–70)% increased Armour and Evasion
    (5–10)% increased Attack Speed
    +(20–30) to Intelligence
    (40–60)% increased Armour and Energy Shield
    +(10–15)% to Cold Resistance
    Gain (7–10) Life per Enemy Killed
    Gain (4–6) Mana per Enemy Killed
    Enemies in your Presence killed by anyone count as being killed by you instead
    (30–50)% increased Armour and Energy Shield
    You cannot be Chilled for 6 seconds after being Chilled
    You cannot be Frozen for 6 seconds after being Frozen
    You cannot be Ignited for 6 seconds after being Ignited
    You cannot be Shocked for 6 seconds after being Shocked
    Curses you inflict are reflected back to you
    +20 to Armour
    (5–15)% increased Rarity of Items found
    +(20–30) to Dexterity
    Gain 1 Rage on Melee Hit
    Every Rage also grants 1% increased Stun Threshold
    (50–100)% increased Armour
    +(50–80) to maximum Life
    (3–6) Life Regeneration per second
    (10–20)% increased Area of Effect
    (80–120)% increased Armour
    (10–15) Life Regeneration per second
    +(100–150) to Stun Threshold
    (30–60)% increased Presence Area of Effect
    Enemies in your Presence have at least 10% of Life Reserved
    +(50–100) to Accuracy Rating
    (150–200)% increased Armour and Evasion
    (15–25)% increased Critical Hit Chance
    (60–100)% increased Armour and Evasion
    +(75–125) to Accuracy Rating
    (10–15) Life Regeneration per second
    Deal 4% increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence, up to a maximum of 200%
    10% reduced Movement Speed
    (50–100)% increased Armour and Energy Shield
    +100 to maximum Life
    (35–50)% reduced Effect of Chill on you
    (35–50)% reduced Magnitude of Ignite on you
    (35–50)% reduced effect of Shock on you
    (50–100)% increased Armour and Energy Shield
    +(40–80) to maximum Life
    10% increased Rarity of Items found
    (10–15) to (20–25) Physical Thorns damage
    (70–130)% increased Armour and Energy Shield
    +(70–100) to maximum Life
    +(17–23)% to Chaos Resistance
    50% reduced Presence Area of Effect
    10% reduced Light Radius
    Enemies in your Presence count as being on Low Life
    +(60–100) to maximum Mana
    25% increased Light Radius
    (100–150)% increased Armour, Evasion and Energy Shield
    Equipment and Skill Gems have 25% increased Attribute Requirements
    You can Socket an additional copy of each Lineage Support Gem, in different Skills
    (10–15)% increased Skill Speed
    (40–60)% increased Armour, Evasion and Energy Shield
    Immobilise enemies at 50% buildup instead of 100%
    Enemies Immobilised by you take 25% less Damage
    (15–30)% increased Movement Speed
    (60–80)% increased Armour, Evasion and Energy Shield
    Dodge Roll avoids all Hits
    10% less Movement and Skill Speed per Dodge Roll in the past 20 seconds
    (200–300)% increased Armour and Evasion
    +(10–20)% to all Elemental Resistances
    Charms use no Charges
    Grants Skill: Raise Shield
    (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
    Grants Skill: Raise Shield
    (100–150)% increased Armour
    +(30–40)% to Fire Resistance
    +(23–29)% to Chaos Resistance
    +(150–200) to Stun Threshold
    Gain 1% of damage as Fire damage per 1% Chance to Block
    Grants Skill: Raise Shield
    (60–120)% increased Armour
    +(60–100) to maximum Mana
    +(10–15)% to all Elemental Resistances
    Inflict Elemental Exposure to Enemies 3 metres in front of you
    for 4 seconds, every 0.25 seconds while raised
    Grants Skill: Raise Shield
    (10–15)% increased Block chance
    (60–100)% increased Armour
    +(20–30) to Strength
    +(100–150) to Stun Threshold
    Enemies in your Presence count as having double Power
    Grants Skill: Raise Shield
    (40–60)% increased Block chance
    (150–200)% increased Armour
    +(150–200) to Stun Threshold
    Recover 4% of maximum Life when you Block
    Grants Skill: Raise Shield
    (60–100)% increased Armour and Evasion
    +(40–60) to maximum Life
    +(40–60) to maximum Mana
    Lose 1% of maximum Life on Kill
    Lose 1% of maximum Mana on Kill
    (30–50)% increased Skill Effect Duration
    Grants Skill: Raise Shield
    (10–15)% increased Block chance
    (30–50)% increased Armour and Energy Shield
    +(50–70) to maximum Mana
    Damage Blocked is Recouped as Mana
    Grants Skill: Raise Shield
    (40–60)% increased Block chance
    (80–120)% increased Armour and Energy Shield
    +(17–23)% to Chaos Resistance
    50% increased Life Regeneration rate
    Grants Skill: Raise Shield
    (60–100)% increased Armour and Energy Shield
    +(10–20) to Intelligence
    (30–50)% increased Mana Regeneration Rate
    (30–50)% increased Cooldown Recovery Rate
    Grants Skill: Raise Shield
    (80–150)% increased Armour and Energy Shield
    +(20–30) to Dexterity
    +(10–20)% to all Elemental Resistances
    +1 to Maximum Spirit per 25 Maximum Life
    Grants Skill: Raise Shield
    (333–666)% increased Armour and Energy Shield
    100% increased effect of Socketed Soul Cores
    (50–80)% increased Armour
    Gain (1–3) random Charge on reaching Maximum Rage
    Lose all Rage on reaching Maximum Rage
    (-10–10) to Maximum Rage
    (400–500)% increased Armour
    +(200–300) to Stun Threshold
    Take no Extra Damage from Critical Hits
    (100–150)% increased Armour and Energy Shield
    (50–100)% increased Energy Shield Recharge Rate
    (25–35) Life Regeneration per second
    (30–50)% reduced Ignite Duration on you
    Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
    (30–50)% reduced Duration of Bleeding on You
    (600–800)% increased Armour and Evasion
    +(200–300) to Accuracy Rating
    100% increased Critical Hit Chance
    (30–60) Life Regeneration per second
    Can't use Body Armour
    You can wield Two-Handed Axes, Maces and Swords in one hand
    +20 to Armour
    (5–15)% increased Rarity of Items found
    +(20–30) to Strength
    Every Rage also grants 1% increased Armour
    Gain 1 Rage on Melee Hit
    (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
    (100–150)% increased Armour and Evasion
    (10–40)% chance to Avoid Physical Damage from Hits
    (10–40)% chance to Avoid Chaos Damage from Hits
    Enemies in your Presence are Intimidated
    (60–80)% increased Armour and Evasion
    +(30–50) to maximum Life
    +(30–50) to maximum Mana
    +(10–15)% to Lightning Resistance
    You have no Accuracy Penalty at Distance
    (200–300)% increased Armour, Evasion and Energy Shield
    [3 Random Socket Modifiers]
    [Has 4 Rune Sockets]
    (100–200)% increased Armour and Evasion
    +(20–30) to Strength
    +(20–30) to Dexterity
    (8–12) Life Regeneration per second
    -20 to maximum Valour
    Banners always have maximum Valour
    +(20–30) to Spirit
    (80–120)% increased Armour and Energy Shield
    +(20–30) to Strength
    +(20–30) to Intelligence
    +(17–23)% to Chaos Resistance
    (5–10)% of Damage taken Recouped as Life
    Damage taken Recouped as Life is also Recouped as Energy Shield
    (100–150)% increased Armour and Evasion
    (5–10)% increased Attack Speed
    +(17–23)% to Chaos Resistance
    Lose 5% of maximum Life per second
    Regenerate 5 Rage per second
    No Inherent loss of Rage
    (150–200)% increased Armour
    +(20–30) to Strength
    Gain (30–50) Life per Enemy Killed
    (10–20)% increased Global Physical Damage
    Knockback direction is reversed
    (50–100)% increased Armour and Evasion
    (5–10)% increased Attack Speed
    +(20–30) to Strength
    +(20–30) to Dexterity
    +(30–50)% to Lightning Resistance
    100% of Fire damage Converted to Lightning damage
    (200–300)% increased Armour and Energy Shield
    +100 to maximum Life
    100% increased Attribute Requirements
    +(20–40)% to Lightning Resistance
    (15–30) Life Regeneration per second
    Debuffs you inflict have (20–30)% increased Slow Magnitude
    Cannot Immobilise enemies
    (25–40)% increased Stun Buildup
    Adds (7–11) to (14–20) Physical Damage to Attacks
    +(150–200) to Armour
    (20–30)% increased Projectile Speed
    +(15–25)% to Block chance
    Used when you become Stunned
    Defend with 200% of Armour during effect
    Grants Skill: Level 12 Valako's Charge
    (80–120)% increased Armour and Evasion
    +(80–100) to maximum Life
    +(20–30) to Dexterity
    (-40–-30)% to Lightning Resistance
    (20–40)% of Physical damage from Hits taken as Lightning damage
    lightning coil replace damage hit effect index [110]
    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.
    Strike with a forceful blow, knocking enemies back and weakening their Armour.
    Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.
    Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
    Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
    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.
    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.
    Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when it Fully Breaks an enemy's Armour.
    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.
    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.
    Supports any skill, causing Armour Break it inflicts to be stronger.
    Supports any skill, causing Armour Break it inflicts to be stronger.
    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.
    Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
    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.
    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 gain an Endurance Charge.
    Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
    Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
    Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
    Supports Banner Skills, causing Enemies within their area to gain Refractive Dissolution, a Debuff which lowers Elemental Resistances.
    Supports Attack Skills you use yourself. While using Supported Skills, you gain increased Armour, with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support Channelling Skills.
    [DNT-UNUSED] Timerot
    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.
    [DNT] Hunt em down
    Desert Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Adds 7 to 11 Fire Damage
    Wand or Staff: Gain 8% of Damage as Extra Fire Damage
    Glacial Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Adds 6 to 10 Cold Damage
    Wand or Staff: Gain 8% of Damage as Extra Cold Damage
    Storm Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Adds 1 to 20 Lightning Damage
    Wand or Staff: Gain 8% of Damage as Extra Lightning Damage
    Iron Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: 16% increased Physical Damage
    Armour: 16% increased Armour, Evasion and Energy Shield
    Wand or Staff: 25% increased Spell Damage
    Body Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Leeches 2.5% of Physical Damage as Life
    Armour: +30 to maximum Life
    Wand or Staff: +30 to maximum Energy Shield
    Mind Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Leeches 2% of Physical Damage as Mana
    Armour: +25 to maximum Mana
    Wand or Staff: +40 to maximum Mana
    Rebirth Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Gain 20 Life per Enemy Killed
    Armour: Regenerate 0.3% of maximum Life per second
    Wand or Staff: 15% increased Energy Shield Recharge Rate
    Inspiration Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Gain 16 Mana per Enemy Killed
    Armour: 15% increased Mana Regeneration Rate
    Wand or Staff: 20% increased Mana Regeneration Rate
    Stone Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Causes 25% increased Stun Buildup
    Wand or Staff: Gain additional Stun Threshold equal to 12% of maximum Energy Shield
    Vision Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: +80 to Accuracy Rating
    Armour: 10% increased Life and Mana Recovery from Flasks
    Wand or Staff: 20% increased Critical Hit Chance for Spells
    Lesser Desert Rune
    Stack Size: 1 / 10
    Martial Weapons: Adds 4 to 6 Fire Damage
    Wand or Staff: Gain 6% of Damage as Extra Fire Damage
    Lesser Glacial Rune
    Stack Size: 1 / 10
    Martial Weapons: Adds 3 to 5 Cold Damage
    Wand or Staff: Gain 6% of Damage as Extra Cold Damage
    Lesser Storm Rune
    Stack Size: 1 / 10
    Martial Weapons: Adds 1 to 10 Lightning Damage
    Wand or Staff: Gain 6% of Damage as Extra Lightning Damage
    Lesser Iron Rune
    Stack Size: 1 / 10
    Martial Weapons: 14% increased Physical Damage
    Armour: 14% increased Armour, Evasion and Energy Shield
    Wand or Staff: 20% increased Spell Damage
    Lesser Body Rune
    Stack Size: 1 / 10
    Martial Weapons: Leeches 2% of Physical Damage as Life
    Armour: +20 to maximum Life
    Wand or Staff: +25 to maximum Energy Shield
    Lesser Mind Rune
    Stack Size: 1 / 10
    Martial Weapons: Leeches 1.5% of Physical Damage as Mana
    Armour: +15 to maximum Mana
    Wand or Staff: +30 to maximum Mana
    Lesser Rebirth Rune
    Stack Size: 1 / 10
    Martial Weapons: Gain 10 Life per Enemy Killed
    Armour: Regenerate 0.25% of maximum Life per second
    Wand or Staff: 12% increased Energy Shield Recharge Rate
    Lesser Inspiration Rune
    Stack Size: 1 / 10
    Martial Weapons: Gain 8 Mana per Enemy Killed
    Armour: 12% increased Mana Regeneration Rate
    Wand or Staff: 16% increased Mana Regeneration Rate
    Lesser Stone Rune
    Stack Size: 1 / 10
    Martial Weapons: Causes 20% increased Stun Buildup
    Wand or Staff: Gain additional Stun Threshold equal to 10% of maximum Energy Shield
    Lesser Vision Rune
    Stack Size: 1 / 10
    Martial Weapons: +50 to Accuracy Rating
    Armour: 8% increased Life and Mana Recovery from Flasks
    Wand or Staff: 16% increased Critical Hit Chance for Spells
    Greater Desert Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Adds 13 to 16 Fire Damage
    Wand or Staff: Gain 10% of Damage as Extra Fire Damage
    Greater Glacial Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Adds 9 to 15 Cold Damage
    Wand or Staff: Gain 10% of Damage as Extra Cold Damage
    Greater Storm Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Adds 1 to 30 Lightning Damage
    Wand or Staff: Gain 10% of Damage as Extra Lightning Damage
    Greater Iron Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: 18% increased Physical Damage
    Armour: 18% increased Armour, Evasion and Energy Shield
    Wand or Staff: 30% increased Spell Damage
    Greater Body Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Leeches 3% of Physical Damage as Life
    Armour: +40 to maximum Life
    Wand or Staff: +35 to maximum Energy Shield
    Greater Mind Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Leeches 2.5% of Physical Damage as Mana
    Armour: +35 to maximum Mana
    Wand or Staff: +50 to maximum Mana
    Greater Rebirth Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Gain 30 Life per Enemy Killed
    Armour: Regenerate 0.35% of maximum Life per second
    Wand or Staff: 18% increased Energy Shield Recharge Rate
    Greater Inspiration Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Gain 24 Mana per Enemy Killed
    Armour: 18% increased Mana Regeneration Rate
    Wand or Staff: 24% increased Mana Regeneration Rate
    Greater Stone Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Causes 30% increased Stun Buildup
    Wand or Staff: Gain additional Stun Threshold equal to 14% of maximum Energy Shield
    Greater Vision Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: +110 to Accuracy Rating
    Armour: 12% increased Life and Mana Recovery from Flasks
    Wand or Staff: 24% increased Critical Hit Chance for Spells
    Lesser Tempered Rune
    Stack Size: 1 / 10
    Martial Weapons: Adds 3 to 4 Physical Damage
    Armour: 6 to 9 Physical Thorns damage
    Tempered Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Adds 6 to 9 Physical Damage
    Armour: 14 to 21 Physical Thorns damage
    Greater Tempered Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Adds 9 to 12 Physical Damage
    Armour: 31 to 52 Physical Thorns damage
    Greater Rune of Leadership
    Stack Size: 1 / 10
    Martial Weapons: Minions gain 10% of their Physical Damage as Extra Lightning Damage
    Armour: Minions take 10% of Physical Damage as Lightning Damage
    Greater Rune of Tithing
    Stack Size: 1 / 10
    Martial Weapons: Meta Skills gain 10% increased Energy
    Armour: 1 to 100 Lightning Thorns damage
    Greater Rune of Alacrity
    Stack Size: 1 / 10
    Armour: Debuffs on you expire 8% faster
    Greater Rune of Nobility
    Stack Size: 1 / 10
    Martial Weapons: Attacks with this Weapon have 10% chance to inflict Lightning Exposure
    Armour: 10% reduced effect of Shock on you
    Hayoxi's Soul Core of Heatproofing
    Stack Size: 1 / 10
    Requires: Level 50
    Helmets: +30% of Armour also applies to Cold Damage
    Place into an empty Rune Socket in a Helmet or Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Zalatl's Soul Core of Insulation
    Stack Size: 1 / 10
    Requires: Level 50
    Boots: +30% of Armour also applies to Lightning Damage
    Place into an empty Rune Socket in a pair of Boots to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Topotante's Soul Core of Dampening
    Stack Size: 1 / 10
    Requires: Level 50
    Gloves: +30% of Armour also applies to Fire Damage
    Place into an empty Rune Socket in a pair of Gloves to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Soul Core of Tacati
    Stack Size: 1 / 10
    Martial Weapons: 15% chance to Poison on Hit with this weapon
    Soul Core of Citaqualotl
    Stack Size: 1 / 10
    Martial Weapons: 30% increased Elemental Damage with Attacks
    Soul Core of Atmohua
    Stack Size: 1 / 10
    Martial Weapons: Convert 20% of Requirements to Strength
    Armour: Convert 20% of Requirements to Strength
    Soul Core of Cholotl
    Stack Size: 1 / 10
    Martial Weapons: Convert 20% of Requirements to Dexterity
    Armour: Convert 20% of Requirements to Dexterity
    Soul Core of Zantipi
    Stack Size: 1 / 10
    Martial Weapons: Convert 20% of Requirements to Intelligence
    Armour: Convert 20% of Requirements to Intelligence
    Amanamu's Gaze
    Limited to: 1 Abyssal Eye
    Requires: Level 60
    Helmets: Remove a Damaging Ailment when you use a Command Skill
    Boots: 1% increased Movement Speed per 15 Spirit, up to a maximum of 40%
    Other Modifiers to Movement Speed do not apply
    Mail Breaker
    Physical Damage: 19-44
    Critical Hit Chance: 15%
    Attacks per Second: 1.5
    Weapon Range: 1
    Requires: Level 45, 45 Dex, 45 Int
    Breaks (400–500) Armour on Critical Hit
    Plate Belt
    Requires: Level 25
    Has (1–3) Charm Slot
    +(100–140) to Armour
    Warlord Cuirass
    Armour: 445
    Base Movement Speed: -0.05
    Requires: Level 80, 121 Str
    +(15–25)% of Armour also applies to Elemental Damage
    +30% of Armour also applies to Fire Damage
    30% reduced Magnitude of Ignite on you
    150% of Strength Requirements from Boots, Gloves and Helmets also added to Armour
    80% increased Armour from Equipped Body Armour
    Defend with 150% of Armour against Hits from Enemies that are further than 6m away
    30% reduced Effect of Chill on you
    30% increased Freeze Threshold
    +30% of Armour also applies to Cold Damage
    +30% of Armour also applies to Lightning Damage
    30% reduced effect of Shock on you
    Gain Stun Threshold equal to the lowest of Evasion and Armour on your Helmet
    120% increased Armour and Evasion Rating when on Low Life
    50% increased Evasion Rating if you have been Hit Recently
    50% increased Armour if you haven't been Hit Recently
    Gain Ailment Threshold equal to the lowest of Evasion and Armour on your Boots
    20% increased Armour and Evasion Rating
    20% increased Stun Threshold
    Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating
    Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour
    60% increased Armour from Equipped Body Armour
    60% increased Energy Shield from Equipped Body Armour
    Increases and Reductions to Armour also apply to Energy Shield
    Recharge Rate at 40% of their value
    20% increased maximum Energy Shield
    Defend with 120% of Armour while not on Low Energy Shield
    3% increased Movement Speed
    25% increased Armour
    25% increased maximum Energy Shield
    20% increased amount of Life Leeched
    40% increased Armour and Evasion Rating while Leeching
    Every Rage also grants 1% increased Armour
    Gain 5 Rage when Hit by an Enemy
    25% increased Armour if you've Hit an Enemy with a Melee Attack Recently
    50% increased Melee Damage against Immobilised Enemies
    Hits Break 30% increased Armour on targets with Ailments
    +10 to Strength
    25% increased Physical Damage
    Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt
    20% increased Magnitude of Impales inflicted with Spells
    20% increased Physical Damage
    30% increased Stun Buildup
    Hits Break 50% increased Armour on targets with Ailments
    Break 25% increased Armour
    12% increased Area of Effect for Attacks
    15% increased Armour
    Regenerate 0.5% of maximum Life per second
    +10 to Strength
    Hits against you have 20% reduced Critical Damage Bonus
    20% increased Armour and Evasion Rating
    Break 60% increased Armour
    10% chance to Defend with 200% of Armour
    15% increased chance to inflict Ailments
    Hits Break 30% increased Armour on targets with Ailments
    Enemies affected by your Hazards Recently have 25% reduced Armour
    Enemies affected by your Hazards Recently have 25% reduced Evasion Rating
    10% increased Armour and Evasion Rating per Summoned Totem in your Presence
    10% increased Attack Damage per Summoned Totem in your Presence
    Ascendancy: Titan
    Character: Warrior
    50% more Armour from Equipped Body Armour
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants +50% of Armour also applies to Elemental Damage
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants +100% of Armour also applies to Chaos Damage
    Ascendancy: Tactician
    Character: Mercenary
    Gain Deflection Rating equal to 20% of Armour
    Ascendancy: Tactician
    Character: Mercenary
    Defend with 200% of Armour
    Enemies have an Accuracy Penalty against you based on Distance
    Maximum Chance to Evade is 50%
    Maximum Physical Damage Reduction is 50%
    Ascendancy: Witchhunter
    Character: Mercenary
    Grants Skill: Sorcery Ward
    35% less Armour and Evasion Rating
    Ascendancy: Invoker
    Character: Monk
    Physical Damage Reduction from Armour is based on your combined Armour and Evasion Rating
    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.
    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.
    Defences
    Armour, Evasion Rating and Energy Shield are the standard Defences. Other protective stats such as Resistances are not counted as Defences.
    Shields
    Shields are armour items that are equipped in your off hand. While holding a Shield you have a chance to passively Block. Most Shields can also be raised to Block all incoming Strikes and Projectiles from the front.

    Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.
    Armoured Shields
    Armoured Shields are any Shields that grant the player Armour — that is, any type of Shield other than Bucklers.
    Bucklers
    Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.
    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.
    Stat Conversion
    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.

    For example, if you converted your Evasion to Armour, the converted portion would be scaled by percentage modifiers to Armour, but percentage modifiers to Evasion would have no effect.
    Gaining Stats from other Stats
    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.

    For example, if you gained 50% of Evasion as Armour, the portion gained would be scaled by percentage modifiers to Armour, but not by percentage modifiers to Evasion.
    Circular Teachings
    Gain no inherent bonus from Dexterity
    1% increased Armour per 2 Dexterity
    Pre-mitigation Damage
    Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour, Resistances or Blocking, prevents any of that damage.

    The target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.
    Spirit Of The Ox
    Players possessed by the Spirit Of The Ox have 50% reduced Slowing Potency of Debuffs on them, 60% increased Elemental Ailment Threshold and Armour and 20% reduced damage taken.
    Players will also periodically summon a spiritual stampede of Oxen that tramples over enemies.
    Vulnerability
    Vulnerability is a Curse that lowers the Armour of those affected. If not otherwise specified, Vulnerability removes 191 Armour.
    Armoured
    Monster gains extra Armour based off of their Strength.
    Item Defences
    Stats that refer to an item's Armour, Evasion Rating and/or Energy Shield use the exact value of those Defences listed on the item. This means that Quality and local modifiers on the item are taken into account, but stats from other sources that change the amount of Defence actually granted to your character are not considered.
    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.
    Skill Gem /45
    Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
    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.
    Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
    Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
    Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground.
    Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
    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.
    Create a Tornado that chases enemies for a duration, while hindering and repeatedly damaging enemies around it.
    Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
    Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
    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.
    Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
    Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
    Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
    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.
    Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
    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 or Hitting a Heavy Stunned enemy enhances the explosion.
    Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
    Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
    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.
    Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
    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.
    [DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
    Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
    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.
    Fire a bolt from your crossbow.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
    Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
    Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
    Create a Breach around you, allowing you to see nearby Flames of Chayula. You are considered to be in a Breach while this skill is active.
    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.
    While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
    Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
    While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
    Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    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.
    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.
    Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
    While active, scatters caltrops in your wake when you dodge.
    [DNT] Empowers your next Ranged Attack on consuming an Owl Feather to grant it two additional Projectiles.
    [DNT] An Edict, but flawed.
    Skill Gem Quality /4
    Break (0–20)% increased Armour
    (0–20)% more Damage with Hits against Enemies with Fully Broken Armour
    Break (0–20)% increased Armour
    Elemental Damage from Hits is taken from the Barrier before your Life, Mana or Energy Shield
    Barrier can take Elemental Damage up to (0–5)% of your Armour and Evasion Rating
    Support Gem /26
    Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
    Supports any Skill, turning its Mana cost into a Life cost. Does not support Skills which reserve Spirit.
    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.
    Supports Strike skills, causing them to steal two Modifiers from Rare monsters they kill.
    Supports Melee Strike skills, causing them to steal a Modifier from Rare monsters they kill for a lengthy duration, while being unable to damage enemies not on low Life. Does not modify skills used by Minions.
    Supports Slam skills. Aftershocks caused by Supported Slam Skills always create patches of Jagged Ground.
    Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
    Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
    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.
    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.
    Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage. If you don't have enough Rage to consume, the damage bonus will not apply.
    Supports any damaging skill that you use or trigger yourself, causing it to consume Rage to deal more damage, with a chance to skip consuming Rage while still benefitting as though it had. If you don't have enough Rage to consume, the damage bonus will not apply.
    Supports Warcries, causing them to inflict massive amounts of Corrupted Blood on enemies in their area of effect, at the cost of your Life.
    Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
    Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
    Supports Crossbow Ammunition Skills, causing them to load multiple extra bolts. Supported Skills cannot reload normally, instead loading bolts when you Dodge.
    Supports any Skill which creates Projectiles, causing those Projectiles to Chain when impacting terrain, at the cost of any additional Projectiles, as well as causing them to always Pierce.
    Supports Skills which create Remnants, allowing those Remnants to be collected from further away, with a chance to create an additional Remnant.
    Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
    Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
    Supports Skills which create Totems, limiting their active Totem count to one but granting significant benefits for supported Totems based on what their Totem Limit would have been without this restriction. Does not Support Skills used by Minions.
    Supports Skills which create Totems, limiting their active Totem count to one but granting significant benefits for supported Totems based on what their Totem Limit would have been without this restriction. Does not Support Skills used by Minions.
    Supports Attacks you use yourself or that you Trigger, causing them to Consume the Parried Debuff on Hit to grant you a Frenzy Charge. Cannot support Skills which already Consume the Parried Debuff.
    Supports Skills which create Totems, causing those Totems to have more Life.
    Supports Skills which create Totems, causing those Totems to have more Life.
    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.
    Item mods /151
    NameLevelPre/SufDescriptionWeight
    Lacquered1Prefix+(12–22) to Armour Defencesbelt 1
    default 0
    Studded11Prefix+(23–42) to Armour Defencesbelt 1
    default 0
    Ribbed16Prefix+(43–54) to Armour Defencesbelt 1
    default 0
    Fortified25Prefix+(55–81) to Armour Defencesbelt 1
    default 0
    Plated33Prefix+(82–106) to Armour Defencesbelt 1
    default 0
    Carapaced46Prefix+(107–138) to Armour Defencesbelt 1
    default 0
    Encased54Prefix+(139–168) to Armour Defencesbelt 1
    default 0
    Enveloped65Prefix+(169–195) to Armour Defencesbelt 1
    default 0
    Abating70Prefix+(196–224) to Armour Defencesbelt 1
    default 0
    Unmoving80Prefix+(225–255) to Armour Defencesbelt 1
    default 0
    Reinforced2Prefix(10–14)% increased Armour Defencesamulet 1
    default 0
    Layered16Prefix(15–20)% increased Armour Defencesamulet 1
    default 0
    Lobstered33Prefix(21–26)% increased Armour Defencesamulet 1
    default 0
    Buttressed46Prefix(27–32)% increased Armour Defencesamulet 1
    default 0
    Thickened54Prefix(33–38)% increased Armour Defencesamulet 1
    default 0
    Girded65Prefix(39–44)% increased Armour Defencesamulet 1
    default 0
    Impregnable75Prefix(45–50)% increased Armour Defencesamulet 1
    default 0
    Lacquered1Prefix+(16–27) to Armour Defencesstr_armour 1
    str_dex_int_armour 1
    default 0
    Studded8Prefix+(28–50) to Armour Defencesstr_armour 1
    str_dex_int_armour 1
    default 0
    Ribbed16Prefix+(51–68) to Armour Defencesstr_armour 1
    str_dex_int_armour 1
    default 0
    Fortified25Prefix+(69–82) to Armour Defencesstr_armour 1
    str_dex_int_armour 1
    default 0
    Plated33Prefix+(83–102) to Armour Defencesstr_armour 1
    str_dex_int_armour 1
    default 0
    Carapaced46Prefix+(103–122) to Armour Defencesstr_armour 1
    str_dex_int_armour 1
    default 0
    Encased54Prefix+(123–160) to Armour Defencesstr_armour 1
    str_dex_int_armour 1
    default 0
    Enveloped60Prefix+(161–202) to Armour Defencesgloves 0
    boots 0
    str_armour 1
    str_dex_int_armour 1
    default 0
    Abating65Prefix+(203–225) to Armour Defenceshelmet 0
    gloves 0
    boots 0
    str_armour 1
    str_dex_int_armour 1
    default 0
    Unmoving75Prefix+(226–256) to Armour Defenceshelmet 0
    gloves 0
    boots 0
    str_armour 1
    str_dex_int_armour 1
    default 0
    Impervious79Prefix+(257–276) to Armour Defencesshield 0
    helmet 0
    gloves 0
    boots 0
    str_armour 1
    str_dex_int_armour 1
    default 0
    Supple1Prefix+(8–14) to Armour
    +(6–9) to Evasion Rating
    Defences
    str_dex_armour 1
    str_dex_int_armour 1
    default 0
    Pliant16Prefix+(15–35) to Armour
    +(10–30) to Evasion Rating
    Defences
    str_dex_armour 1
    str_dex_int_armour 1
    default 0
    Flexible33Prefix+(36–53) to Armour
    +(31–46) to Evasion Rating
    Defences
    str_dex_armour 1
    str_dex_int_armour 1
    default 0
    Durable46Prefix+(54–65) to Armour
    +(47–57) to Evasion Rating
    Defences
    str_dex_armour 1
    str_dex_int_armour 1
    default 0
    Sturdy54Prefix+(66–78) to Armour
    +(58–69) to Evasion Rating
    Defences
    boots 0
    gloves 0
    str_dex_armour 1
    str_dex_int_armour 1
    default 0
    Resilient60Prefix+(79–98) to Armour
    +(70–88) to Evasion Rating
    Defences
    boots 0
    gloves 0
    helmet 0
    str_dex_armour 1
    str_dex_int_armour 1
    default 0
    Adaptable65Prefix+(99–117) to Armour
    +(89–107) to Evasion Rating
    Defences
    boots 0
    gloves 0
    helmet 0
    str_dex_armour 1
    str_dex_int_armour 1
    default 0
    Versatile75Prefix+(118–138) to Armour
    +(108–126) to Evasion Rating
    Defences
    shield 0
    boots 0
    gloves 0
    helmet 0
    str_dex_armour 1
    str_dex_int_armour 1
    default 0
    Blessed1Prefix+(8–14) to Armour
    +(5–8) to maximum Energy Shield
    Defences
    str_int_armour 1
    str_dex_int_armour 1
    default 0
    Anointed16Prefix+(15–35) to Armour
    +(9–15) to maximum Energy Shield
    Defences
    str_int_armour 1
    str_dex_int_armour 1
    default 0
    Sanctified33Prefix+(36–53) to Armour
    +(16–21) to maximum Energy Shield
    Defences
    str_int_armour 1
    str_dex_int_armour 1
    default 0
    Hallowed46Prefix+(54–65) to Armour
    +(22–25) to maximum Energy Shield
    Defences
    str_int_armour 1
    str_dex_int_armour 1
    default 0
    Beatified54Prefix+(66–78) to Armour
    +(26–29) to maximum Energy Shield
    Defences
    boots 0
    gloves 0
    str_int_armour 1
    str_dex_int_armour 1
    default 0
    Consecrated60Prefix+(79–98) to Armour
    +(30–36) to maximum Energy Shield
    Defences
    boots 0
    gloves 0
    helmet 0
    str_int_armour 1
    str_dex_int_armour 1
    default 0
    Saintly65Prefix+(99–117) to Armour
    +(37–42) to maximum Energy Shield
    Defences
    boots 0
    gloves 0
    helmet 0
    str_int_armour 1
    str_dex_int_armour 1
    default 0
    Godly75Prefix+(118–138) to Armour
    +(43–48) to maximum Energy Shield
    Defences
    shield 0
    boots 0
    gloves 0
    helmet 0
    str_int_armour 1
    str_dex_int_armour 1
    default 0
    Reinforced2Prefix(15–26)% increased Armour Defencesstr_armour 1
    default 0
    Layered16Prefix(27–42)% increased Armour Defencesstr_armour 1
    default 0
    Lobstered35Prefix(43–55)% increased Armour Defencesstr_armour 1
    default 0
    Buttressed46Prefix(56–67)% increased Armour Defencesstr_armour 1
    default 0
    Thickened54Prefix(68–79)% increased Armour Defencesstr_armour 1
    default 0
    Girded60Prefix(80–91)% increased Armour Defencesstr_armour 1
    default 0
    Impregnable65Prefix(92–100)% increased Armour Defencesstr_armour 1
    default 0
    Impenetrable75Prefix(101–110)% increased Armour Defencesint_armour 0
    str_dex_armour 0
    str_int_armour 0
    dex_armour 0
    dex_int_armour 0
    str_dex_int_armour 0
    body_armour 1
    shield 1
    default 0
    Scrapper's2Prefix(15–26)% increased Armour and Evasion Defencesstr_dex_armour 1
    default 0
    Brawler's16Prefix(27–42)% increased Armour and Evasion Defencesstr_dex_armour 1
    default 0
    Fencer's33Prefix(43–55)% increased Armour and Evasion Defencesstr_dex_armour 1
    default 0
    Gladiator's46Prefix(56–67)% increased Armour and Evasion Defencesstr_dex_armour 1
    default 0
    Duelist's54Prefix(68–79)% increased Armour and Evasion Defencesstr_dex_armour 1
    default 0
    Hero's60Prefix(80–91)% increased Armour and Evasion Defencesstr_dex_armour 1
    default 0
    Legend's65Prefix(92–100)% increased Armour and Evasion Defencesstr_dex_armour 1
    default 0
    Victor's75Prefix(101–110)% increased Armour and Evasion Defencesint_armour 0
    str_int_armour 0
    dex_armour 0
    str_armour 0
    dex_int_armour 0
    str_dex_int_armour 0
    body_armour 1
    shield 1
    default 0
    Infixed2Prefix(15–26)% increased Armour and Energy Shield Defencesstr_int_armour 1
    default 0
    Ingrained16Prefix(27–42)% increased Armour and Energy Shield Defencesstr_int_armour 1
    default 0
    Instilled33Prefix(43–55)% increased Armour and Energy Shield Defencesstr_int_armour 1
    default 0
    Infused46Prefix(56–67)% increased Armour and Energy Shield Defencesstr_int_armour 1
    default 0
    Inculcated54Prefix(68–79)% increased Armour and Energy Shield Defencesstr_int_armour 1
    default 0
    Interpolated60Prefix(80–91)% increased Armour and Energy Shield Defencesstr_int_armour 1
    default 0
    Inspired65Prefix(92–100)% increased Armour and Energy Shield Defencesstr_int_armour 1
    default 0
    Interpermeated75Prefix(101–110)% increased Armour and Energy Shield Defencesint_armour 0
    str_dex_armour 0
    dex_armour 0
    str_armour 0
    dex_int_armour 0
    str_dex_int_armour 0
    body_armour 1
    shield 1
    default 0
    Beetle's10Prefix(6–13)% increased Armour
    +(8–13) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_armour 1
    default 0
    Crab's19Prefix(14–20)% increased Armour
    +(14–24) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_armour 1
    default 0
    Armadillo's38Prefix(21–26)% increased Armour
    +(25–40) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_armour 1
    default 0
    Rhino's48Prefix(27–32)% increased Armour
    +(41–63) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_armour 1
    default 0
    Elephant's63Prefix(33–38)% increased Armour
    +(64–94) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_armour 1
    default 0
    Mammoth's74Prefix(39–42)% increased Armour
    +(95–136) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_armour 1
    default 0
    Captain's10Prefix(6–13)% increased Armour and Evasion
    +(8–13) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_dex_armour 1
    default 0
    Commander's19Prefix(14–20)% increased Armour and Evasion
    +(14–24) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_dex_armour 1
    default 0
    Magnate's38Prefix(21–26)% increased Armour and Evasion
    +(25–40) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_dex_armour 1
    default 0
    Marshal's48Prefix(27–32)% increased Armour and Evasion
    +(41–63) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_dex_armour 1
    default 0
    General's63Prefix(33–38)% increased Armour and Evasion
    +(64–94) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_dex_armour 1
    default 0
    Warlord's74Prefix(39–42)% increased Armour and Evasion
    +(95–136) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_dex_armour 1
    default 0
    Defender's10Prefix(6–13)% increased Armour and Energy Shield
    +(8–13) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_int_armour 1
    default 0
    Protector's19Prefix(14–20)% increased Armour and Energy Shield
    +(14–24) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_int_armour 1
    default 0
    Keeper's38Prefix(21–26)% increased Armour and Energy Shield
    +(25–40) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_int_armour 1
    default 0
    Guardian's48Prefix(27–32)% increased Armour and Energy Shield
    +(41–63) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_int_armour 1
    default 0
    Warden's63Prefix(33–38)% increased Armour and Energy Shield
    +(64–94) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_int_armour 1
    default 0
    Sentinel's74Prefix(39–42)% increased Armour and Energy Shield
    +(95–136) to Stun Threshold
    body_armour 0
    helmet 0
    gloves 0
    str_int_armour 1
    default 0
    Oyster's8Prefix(6–13)% increased Armour
    +(7–10) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_armour 1
    default 0
    Lobster's16Prefix(14–20)% increased Armour
    +(11–19) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_armour 1
    default 0
    Urchin's33Prefix(21–26)% increased Armour
    +(20–25) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_armour 1
    default 0
    Nautilus'46Prefix(27–32)% increased Armour
    +(26–32) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_armour 1
    default 0
    Octopus'60Prefix(33–38)% increased Armour
    +(33–41) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_armour 1
    default 0
    Crocodile's78Prefix(39–42)% increased Armour
    +(42–49) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_armour 1
    default 0
    Bully's8Prefix(6–13)% increased Armour and Evasion
    +(7–10) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_dex_armour 1
    default 0
    Thug's16Prefix(14–20)% increased Armour and Evasion
    +(11–19) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_dex_armour 1
    default 0
    Brute's33Prefix(21–26)% increased Armour and Evasion
    +(20–25) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_dex_armour 1
    default 0
    Assailant's46Prefix(27–32)% increased Armour and Evasion
    +(26–32) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_dex_armour 1
    default 0
    Aggressor's60Prefix(33–38)% increased Armour and Evasion
    +(33–41) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_dex_armour 1
    default 0
    Predator's78Prefix(39–42)% increased Armour and Evasion
    +(42–49) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_dex_armour 1
    default 0
    Augur's8Prefix(6–13)% increased Armour and Energy Shield
    +(7–10) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_int_armour 1
    default 0
    Auspex's16Prefix(14–20)% increased Armour and Energy Shield
    +(11–19) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_int_armour 1
    default 0
    Druid's33Prefix(21–26)% increased Armour and Energy Shield
    +(20–25) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_int_armour 1
    default 0
    Haruspex's46Prefix(27–32)% increased Armour and Energy Shield
    +(26–32) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_int_armour 1
    default 0
    Visionary's60Prefix(33–38)% increased Armour and Energy Shield
    +(33–41) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_int_armour 1
    default 0
    Prophet's78Prefix(39–42)% increased Armour and Energy Shield
    +(42–49) to maximum Life
    Life Defences
    boots 0
    shield 0
    str_int_armour 1
    default 0
    Imposing8Prefix(6–13)% increased Armour
    +(6–8) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_armour 1
    default 0
    Venerable16Prefix(14–20)% increased Armour
    +(9–16) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_armour 1
    default 0
    Regal33Prefix(21–26)% increased Armour
    +(17–20) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_armour 1
    default 0
    Colossal46Prefix(27–32)% increased Armour
    +(21–26) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_armour 1
    default 0
    Chieftain's60Prefix(33–38)% increased Armour
    +(27–32) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_armour 1
    default 0
    Ancestral78Prefix(39–42)% increased Armour
    +(33–39) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_armour 1
    default 0
    Rhoa's8Prefix(6–13)% increased Armour and Evasion
    +(6–8) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_dex_armour 1
    default 0
    Rhex's16Prefix(14–20)% increased Armour and Evasion
    +(9–16) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_dex_armour 1
    default 0
    Chimeral's33Prefix(21–26)% increased Armour and Evasion
    +(17–20) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_dex_armour 1
    default 0
    Bull's46Prefix(27–32)% increased Armour and Evasion
    +(21–26) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_dex_armour 1
    default 0
    Minotaur's60Prefix(33–38)% increased Armour and Evasion
    +(27–32) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_dex_armour 1
    default 0
    Cerberus'78Prefix(39–42)% increased Armour and Evasion
    +(33–39) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_dex_armour 1
    default 0
    Coelacanth's8Prefix(6–13)% increased Armour and Energy Shield
    +(6–8) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_int_armour 1
    default 0
    Swordfish's16Prefix(14–20)% increased Armour and Energy Shield
    +(9–16) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_int_armour 1
    default 0
    Shark's33Prefix(21–26)% increased Armour and Energy Shield
    +(17–20) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_int_armour 1
    default 0
    Dolphin's46Prefix(27–32)% increased Armour and Energy Shield
    +(21–26) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_int_armour 1
    default 0
    Orca's60Prefix(33–38)% increased Armour and Energy Shield
    +(27–32) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_int_armour 1
    default 0
    Whale's78Prefix(39–42)% increased Armour and Energy Shield
    +(33–39) to maximum Mana
    Mana Defences
    body_armour 0
    shield 0
    gloves 0
    boots 0
    str_int_armour 1
    default 0
    Abalone's8Prefix+(7–11) to Armour
    (6–13)% increased Armour
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_armour 1
    default 0
    Snail's16Prefix+(12–29) to Armour
    (14–20)% increased Armour
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_armour 1
    default 0
    Tortoise's33Prefix+(30–39) to Armour
    (21–26)% increased Armour
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_armour 1
    default 0
    Pangolin's46Prefix+(40–53) to Armour
    (27–32)% increased Armour
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_armour 1
    default 0
    Shelled60Prefix+(54–69) to Armour
    (33–38)% increased Armour
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_armour 1
    default 0
    Hardened78Prefix+(70–86) to Armour
    (39–42)% increased Armour
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_armour 1
    default 0
    Swordsman's8Prefix+(4–6) to Armour
    +(3–5) to Evasion Rating
    (6–13)% increased Armour and Evasion
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_dex_armour 1
    default 0
    Fighter's16Prefix+(7–15) to Armour
    +(6–12) to Evasion Rating
    (14–20)% increased Armour and Evasion
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_dex_armour 1
    default 0
    Veteran's33Prefix+(16–20) to Armour
    +(13–17) to Evasion Rating
    (21–26)% increased Armour and Evasion
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_dex_armour 1
    default 0
    Warrior's46Prefix+(21–27) to Armour
    +(18–24) to Evasion Rating
    (27–32)% increased Armour and Evasion
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_dex_armour 1
    default 0
    Knight's60Prefix+(28–34) to Armour
    +(25–31) to Evasion Rating
    (33–38)% increased Armour and Evasion
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_dex_armour 1
    default 0
    Centurion's78Prefix+(35–43) to Armour
    +(32–39) to Evasion Rating
    (39–42)% increased Armour and Evasion
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_dex_armour 1
    default 0
    Faithful8Prefix+(4–6) to Armour
    +(2–4) to maximum Energy Shield
    (6–13)% increased Armour and Energy Shield
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_int_armour 1
    default 0
    Noble's16Prefix+(7–15) to Armour
    +(5–6) to maximum Energy Shield
    (14–20)% increased Armour and Energy Shield
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_int_armour 1
    default 0
    Inquisitor's33Prefix+(16–20) to Armour
    +(7–8) to maximum Energy Shield
    (21–26)% increased Armour and Energy Shield
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_int_armour 1
    default 0
    Crusader's46Prefix+(21–27) to Armour
    +(9–10) to maximum Energy Shield
    (27–32)% increased Armour and Energy Shield
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_int_armour 1
    default 0
    Paladin's60Prefix+(28–34) to Armour
    +(11–12) to maximum Energy Shield
    (33–38)% increased Armour and Energy Shield
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_int_armour 1
    default 0
    Grand78Prefix+(35–43) to Armour
    +(13–15) to maximum Energy Shield
    (39–42)% increased Armour and Energy Shield
    Defences
    helmet 0
    gloves 0
    boots 0
    shield 0
    str_int_armour 1
    default 0
    of Covering1Suffix+(14–19)% of Armour also applies to Elemental Damage Defences Elementalstr_dex_int_armour 1
    str_int_armour 1
    str_dex_armour 1
    str_armour 1
    default 0
    of Sheathing16Suffix+(20–25)% of Armour also applies to Elemental Damage Defences Elementalstr_dex_int_armour 1
    str_int_armour 1
    str_dex_armour 1
    str_armour 1
    default 0
    of Lining36Suffix+(26–31)% of Armour also applies to Elemental Damage Defences Elementalstr_dex_int_armour 1
    str_int_armour 1
    str_dex_armour 1
    str_armour 1
    default 0
    of Padding48Suffix+(32–37)% of Armour also applies to Elemental Damage Defences Elementalstr_dex_int_armour 1
    str_int_armour 1
    str_dex_armour 1
    str_armour 1
    default 0
    of Furring66Suffix+(38–43)% of Armour also applies to Elemental Damage Defences Elementalstr_dex_int_armour 1
    str_int_armour 1
    str_dex_armour 1
    str_armour 1
    default 0
    of Thermokryptance81Suffix+(44–50)% of Armour also applies to Elemental Damage Defences Elementalhelmet 0
    gloves 0
    boots 0
    str_dex_int_armour 1
    str_int_armour 1
    str_dex_armour 1
    str_armour 1
    default 0
    1Corrupted(15–25)% increased Armour Defencesstr_armour 1
    1Corrupted(15–25)% increased Armour and Evasion Defencesstr_dex_armour 1
    1Corrupted(15–25)% increased Armour and Energy Shield Defencesstr_int_armour 1
    1Corrupted(15–25)% increased Armour Defencesbelt 1
    1CorruptedBreak (10–15)% increased Armourgloves 1
    Monsters mods /12
    NameLevelPre/SufDescriptionWeight
    of Endurance1Suffixmonster additional strength ratio % for armour [100] Defences
    of Shattering1SuffixBreak Armour equal to 1000% of Physical Damage dealt Damage Physical
    1Unique40% increased Armour Defences
    1Uniqueroyale monster armour drop chance permyriad [80]
    royale monster currency drop chance permyriad [200]
    royale monster flask drop chance permyriad [0]
    royale monster skill gem drop chance permyriad [300]
    royale monster support gem drop chance permyriad [75]
    royale monster unique drop chance permyriad [8]
    royale monster weapon drop chance permyriad [80]
    1UniqueMonsters Break Armour equal to (50–100)% of Physical Damage dealt
    1UniqueMonsters are Armoured
    Ox-Touched1Torment100% increased Elemental Ailment Threshold
    50% reduced Slowing Potency of Debuffs on You
    monster additional strength ratio % for armour [100]
    Hunted by the Raging Ox1Torment100% 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]
    Wolf-Touched1TormentBreak Armour equal to 250% of Hit Damage dealt
    Attacks have 50% chance to Maim on Hit
    Hunted by the Noble Wolf1TormentBreak Armour equal to 250% of Hit Damage dealt
    Attacks have 50% chance to Maim on Hit
    dropped items are converted to dex items [1]
    Spirit Of The Ox1Torment60% increased Armour
    60% increased Elemental Ailment Threshold
    50% reduced Slowing Potency of Debuffs on You
    Spirit Of The Wolf1TormentBreak Armour equal to 10% of Hit Damage dealt
    Attacks have 50% chance to Maim on Hit
    Heist Area mods /8
    NameLevelPre/SufDescriptionWeight
    of Rust46SuffixPlayers have 15% less Armour
    Players have 10% reduced Chance to Block
    heist contract alert level +% final [-5]
    heist contract lockdown timer +% [5]
    heist monster spawner alive limit +% [5]
    map item drop quantity +% [13]
    map item drop rarity +% [8]
    Defences
    of Rust68SuffixPlayers have 20% less Armour
    Players have 20% reduced Chance to Block
    heist contract alert level +% final [-5]
    heist contract lockdown timer +% [5]
    heist monster spawner alive limit +% [5]
    map item drop quantity +% [13]
    map item drop rarity +% [8]
    Defences
    of Rust73SuffixPlayers have 25% less Armour
    Players have 30% reduced Chance to Block
    heist contract alert level +% final [-5]
    heist contract lockdown timer +% [5]
    heist monster spawner alive limit +% [5]
    map item drop quantity +% [13]
    map item drop rarity +% [8]
    Defences
    of Rust78SuffixPlayers have 30% less Armour
    Players have 40% reduced Chance to Block
    heist contract alert level +% final [-5]
    heist contract lockdown timer +% [5]
    heist monster spawner alive limit +% [5]
    map item drop quantity +% [13]
    map item drop rarity +% [8]
    Defences
    of Distress46SuffixPlayers have 5% less Armour per 25% Alert Level
    heist contract alert level +% final [-6]
    heist contract lockdown timer +% [6]
    heist monster spawner alive limit +% [6]
    map item drop quantity +% [16]
    map item drop rarity +% [9]
    Defences
    of Distress68SuffixPlayers have 6% less Armour per 25% Alert Level
    heist contract alert level +% final [-6]
    heist contract lockdown timer +% [6]
    heist monster spawner alive limit +% [6]
    map item drop quantity +% [16]
    map item drop rarity +% [9]
    Defences
    of Distress73SuffixPlayers have 7% less Armour per 25% Alert Level
    heist contract alert level +% final [-6]
    heist contract lockdown timer +% [6]
    heist monster spawner alive limit +% [6]
    map item drop quantity +% [16]
    map item drop rarity +% [9]
    Defences
    of Distress78SuffixPlayers have 8% less Armour per 25% Alert Level
    heist contract alert level +% final [-6]
    heist contract lockdown timer +% [6]
    heist monster spawner alive limit +% [6]
    map item drop quantity +% [16]
    map item drop rarity +% [9]
    Defences
    Trinket mods /3
    NameLevelPre/SufDescriptionWeight
    of Superstition1Suffix(4–5)% chance to receive additional Armour items when opening a Reward Chest in a Heist
    of Superstition50Suffix(6–7)% chance to receive additional Armour items when opening a Reward Chest in a Heist
    of Superstition70Suffix(8–10)% chance to receive additional Armour items when opening a Reward Chest in a Heist
    Misc mods /43
    NameLevelDomainPre/SufDescriptionWeight
    Armoured1JewelPrefix(10–20)% increased Armour Defencesstrjewel 1
    default 0
    Shattering1JewelPrefixBreak (5–15)% increased Armourstrjewel 1
    default 0
    Resonating1JewelSuffix(10–20)% increased Armour Break Durationstrjewel 1
    default 0
    Exploiting1JewelPrefix(15–25)% increased Damage against Enemies with Fully Broken Armour Damagestrjewel 1
    default 0
    Armoured1JewelPrefix(2–3)% increased Armour Defencesstr_radius_jewel 1
    default 0
    Shattering1JewelPrefixBreak (1–2)% increased Armourstr_radius_jewel 1
    default 0
    Resonating1JewelSuffix(5–10)% increased Armour Break Durationstr_radius_jewel 1
    default 0
    Exploiting1JewelPrefix(2–4)% increased Damage against Enemies with Fully Broken Armour Damagestr_radius_jewel 1
    default 0
    Armoured1JewelUnique(14–18)% increased Armour Defences
    Fighter's1JewelUnique(6–12)% increased Armour
    (6–12)% increased Evasion Rating
    Defences
    Paladin's1JewelUnique(6–12)% increased Armour
    (2–4)% increased maximum Energy Shield
    Defences
    1JewelUniqueIncreases and Reductions to Energy Shield in Radius are Transformed to apply to Armour at 200% of their value
    local jewel effect base radius [1500]
    Defences
    1JewelUniqueGain 200 Armour per Grand Spectrum
    number of stackable unique jewels [1]
    Defences
    1JewelUniqueGolems have +(800–1000) to Armour Defences Minion
    1JewelUnique(30–40)% increased Armour while Bleeding Defences
    1AbyssUniqueConquered Small Passive Skills also grant (2–4)% increased Armour
    1AbyssUnique(40–60)% increased Evasion Rating from Equipped Body Armour Defences
    1AbyssUnique(40–60)% increased Armour from Equipped Body Armour Defences
    1AbyssUnique(40–60)% increased Energy Shield from Equipped Body Armour Defences
    1AbyssUniqueGain Physical Thorns damage equal to (4–6)% of Item Armour on Equipped Body Armour Damage
    Lightless1AbyssPrefix(4–8)% increased Spell Damage
    (5–10)% increased Armour
    Defences Caster
    Lightless1AbyssPrefix(5–10)% increased Armour
    (4–8)% increased Attack Damage
    Defences Attack
    Lightless1AbyssPrefix(5–10)% increased Armour
    Minions deal (4–8)% increased Damage
    Defences Minion
    Lightless1AbyssPrefix(5–10)% increased Armour
    (4–8)% increased Thorns damage
    Defences
    Lightless1AbyssPrefix(5–10)% increased Armour
    (4–8)% increased Totem Damage
    Defences
    Lightless1AbyssPrefix(4–8)% increased Global Physical Damage
    Break (4–8)% increased Armour
    Defences Physical
    Kurgal's65AbyssPrefixGain (6–12)% of Maximum Mana as Armour kurgal Mana Defences
    of Kurgal65AbyssSuffix+(23–31)% of Armour also applies to Chaos Damage kurgal
    of Amanamu65AbyssSuffixHits with Shield Skills which Heavy Stun enemies break fully Break Armour amanamu
    Ulaman's65AbyssPrefix(35–50)% increased Evasion Rating from Equipped Body Armour ulaman Defences
    Amanamu's65AbyssPrefix(35–50)% increased Armour from Equipped Body Armour amanamu Defences
    Kurgal's65AbyssPrefix(35–50)% increased Energy Shield from Equipped Body Armour kurgal Defences
    of Ulaman65AbyssSuffixBreak (31–39)% increased Armour ulaman
    of Ulaman65AbyssSuffixBreak Armour on Critical Hit with Spells equal to (11–18)% of Physical Damage dealt ulaman Caster Critical
    Amanamu's65AbyssPrefix(41–59)% increased Damage against Enemies with Fully Broken Armour amanamu Damage
    of Amanamu65AbyssSuffixBreak Armour equal to (2–4)% of Physical Damage dealt amanamu Damage Physical
    Amanamu's65AbyssPrefix(86–99)% increased Damage against Enemies with Fully Broken Armour amanamu Damage
    of Amanamu65AbyssSuffixBreak Armour equal to (4–7)% of Physical Damage dealt amanamu Damage Physical
    1ExpeditionRelicPrefixMonsters' Hits Break Armour equal to 200% of Physical Damage dealt
    1ExpeditionRelicSuffixRunic Monsters drop other Items instead of Armour
    of Armour1SentinelSuffix(2.6–3)% chance for Empowered Enemies to have an Armour Reward
    local sentinel drone difficulty + [4]
    of Armour45SentinelSuffix(3.1–3.5)% chance for Empowered Enemies to have an Armour Reward
    local sentinel drone difficulty + [6]
    of Armour75SentinelSuffix(3.6–5)% chance for Empowered Enemies to have an Armour Reward
    local sentinel drone difficulty + [8]
    Item /21
    Armourer's Scrap
    Stack Size: 1 / 20
    Improves the quality of an armour
    Artificer's Orb
    Stack Size: 1 / 20
    Adds a Rune Socket to a Martial Weapon, wand, staff or Armour
    Geomancer's Incubator
    Adds an incubated 6-Linked Armour item to an equippable item
    Item drops after killing {0} monsters
    Celestial Armoursmith's Incubator
    Adds an incubated Shaper or Elder Armour item to an equippable item
    Item drops after killing {0} monsters
    Geomancer's Incubator
    Stack Size: 1 / 10
    Adds an incubated 6-Linked Armour item to an equippable item
    Item drops after killing {0} monsters
    Celestial Armoursmith's Incubator
    Stack Size: 1 / 10
    Adds an incubated Shaper or Elder Armour item to an equippable item
    Item drops after killing {0} monsters
    Craiceann's Rune of Warding
    Stack Size: 1 / 10
    Requires: Level 50
    Body Armours: 40% reduced effect of Curses on you
    Place into an empty Rune Socket in a Body Armour to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Craiceann's Rune of Recovery
    Stack Size: 1 / 10
    Requires: Level 50
    Place into an empty Rune Socket in a Body Armour to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    The Greatwolf's Rune of Willpower
    Stack Size: 1 / 10
    Requires: Level 50
    Body Armours: 10% of Damage is taken from Mana before Life
    Place into an empty Rune Socket in a Body Armour to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Soul Core of Jiquani
    Stack Size: 1 / 10
    Martial Weapons: Recover 2% of maximum Life on Kill
    Body Armours: 3% increased maximum Life
    Place into an empty Rune Socket in a Weapon or a Body Armour to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Soul Core of Ticaba
    Stack Size: 1 / 10
    Body Armours: Hits against you have 20% reduced Critical Damage Bonus
    Shields: Hits against you have 20% reduced Critical Damage Bonus
    Place into an empty Rune Socket in a Weapon, a Body Armour or a Shield to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Atmohua's Soul Core of Retreat
    Stack Size: 1 / 10
    Requires: Level 50
    Place into an empty Rune Socket in a Body Armour or a Focus to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Rabbit Talisman
    Stack Size: 1 / 10
    Body Armours: 8% increased Rarity of Items found
    Sceptres: 10% increased Spirit
    Place into an empty Rune Socket in a Body Armour or Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Fox Talisman
    Stack Size: 1 / 10
    Body Armours: +2% to Quality of all Skills
    Sceptres: 30% increased Presence Area of Effect
    Place into an empty Rune Socket in a Body Armour or Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Talisman of Maxarius
    Stack Size: 1 / 10
    Requires: Level 50
    Place into an empty Rune Socket in a Body Armour to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Gnawed Rib
    Stack Size: 1 / 20
    Plate Belt
    Requires: Level 25
    Has (1–3) Charm Slot
    +(100–140) to Armour
    Warlord Cuirass
    Armour: 445
    Base Movement Speed: -0.05
    Requires: Level 80, 121 Str
    +(15–25)% of Armour also applies to Elemental Damage
    Mail Breaker
    Physical Damage: 19-44
    Critical Hit Chance: 15%
    Attacks per Second: 1.5
    Weapon Range: 1
    Requires: Level 45, 45 Dex, 45 Int
    Breaks (400–500) Armour on Critical Hit
    Unique /95
    10% increased Movement Speed
    (30–50)% increased Armour and Evasion
    +(30–50) to Stun Threshold
    +(30–50) to Ailment Threshold
    Grants Skill: Raise Shield
    (80–100)% increased Block chance
    (100–150)% increased Armour
    +(13–17)% to Chaos Resistance
    You take (25–40)% of damage from Blocked Hits
    Enemies are Culled on Block
    local weapon implicit hidden % base damage is fire [50]
    Adds (4–6) to (8–10) Physical Damage
    Adds (4–6) to (8–10) Fire Damage
    +(10–20) to Strength
    +(20–30)% to Fire Resistance
    Hits Break (30–50) Armour
    Inflicts Fire Exposure when this Weapon Fully Breaks Armour
    +(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
    (80–100)% increased Armour
    (30–50)% increased Critical Hit Chance
    +(20–30) to Intelligence
    Leech from Critical Hits is instant
    Grants Skill: Raise Shield
    (15–20)% increased Block chance
    (60–100)% increased Armour
    Accuracy Rating is Doubled
    Blocking Damage Poisons the Enemy as though dealing 200 Base Chaos Damage
    Grants Skill: Raise Shield
    (20–25)% increased Block chance
    (60–80)% increased Armour and Evasion
    +(60–80) to Stun Threshold
    Allies in your Presence have Block Chance equal to yours
    (10–15)% increased Skill Speed
    +(15–25) to Armour
    +(40–60) to maximum Life
    (10–15)% reduced maximum Mana
    Share Charges with Allies in your Presence
    Grants Skill: Level 4 Decompose
    10% increased Movement Speed
    (30–50)% increased Armour
    +(5–10) to Strength
    Trigger Decompose Skill on Step
    (30–60)% increased Armour
    Adds (6–10) to (12–16) Physical Damage to Attacks
    5% reduced Attack Speed
    (20–30)% increased Stun Buildup
    (50–100)% increased Armour and Energy Shield
    25% reduced maximum Life
    Life Leech can Overflow Maximum Life
    (40–60)% reduced Duration of Bleeding on You
    Grants Skill: Raise Shield
    10% reduced Movement Speed
    (100–150)% increased Armour
    +(100–150) to Stun Threshold
    Cannot use Shield Skills
    (50–80)% increased Armour
    20% reduced Light Radius
    (5–15)% increased Strength
    (5–15)% increased Dexterity
    (5–15)% increased Intelligence
    (100–150)% increased Armour and Energy Shield
    25% reduced maximum Mana
    +(13–17)% to Chaos Resistance
    25% chance to gain a Power Charge on Critical Hit
    (60–100)% increased Armour and Evasion
    (-20–-10)% to Fire Resistance
    Damage of Enemies Hitting you is Unlucky while you are on Low Life
    50% chance to Avoid Death from Hits
    (50–100)% increased Armour and Energy Shield
    +100 to Spirit
    +(5–15)% to all Elemental Resistances
    Gain no inherent bonus from Intelligence
    (60–100)% increased Armour
    +(10–20) to Strength
    (20–30)% increased Warcry Speed
    Warcries Explode Corpses dealing 10% of their Life as Physical Damage
    Warcry Skills have (20–30)% increased Area of Effect
    +(30–40) to maximum Life
    10% reduced Movement Speed
    10% reduced Skill Speed
    (25–50)% increased Armour
    25% increased Block chance
    +(3–5)% to maximum Block chance
    Has (1–3) Charm Slot
    +(100–140) to Armour
    +(20–30) to Strength
    (10–20) Life Regeneration per second
    Defend with 200% of Armour
    Maximum Physical Damage Reduction is 50%
    Has (1–3) Charm Slot
    (20–30)% increased Flask Charges gained
    +(100–150) to Armour
    (10–15)% reduced Flask Charges used
    (20–30)% increased Flask Charges gained
    Life Flasks used while on Low Life apply Recovery Instantly
    Mana Flasks used while on Low Mana apply Recovery Instantly
    Has (1–3) Charm Slot
    +(100–140) to Armour
    +(100–150) to Armour
    +(10–20) to Strength
    +(30–50)% to Fire Resistance
    +(40–60) to Armour
    +(5–15) to Strength
    +(5–15) to Intelligence
    +(100–150)% of Armour also applies to Elemental Damage
    +(40–60) to Stun Threshold
    (120–160)% increased Armour
    50% chance to inflict Bleeding on Hit
    50% reduced Slowing Potency of Debuffs on You
    (15–20) to (25–30) Physical Thorns damage
    (400–500)% increased Armour
    (15–30)% increased Strength
    10% reduced Dexterity
    10% reduced Intelligence
    You have no Life Regeneration
    50% increased Strength Requirement
    20% reduced Movement Speed
    (100–150)% increased Armour
    (30–50)% increased Rarity of Items found
    +(20–30)% to Fire Resistance
    (80–100)% increased Armour and Evasion
    +(80–100) to maximum Life
    +(75–150) to Stun Threshold
    25% chance to be inflicted with Bleeding when Hit
    (100–150)% increased Armour and Evasion
    +(20–30) to Strength
    +(100–150) to Stun Threshold
    (50–80)% increased Armour and Evasion
    +50 to Spirit
    +(10–15) to all Attributes
    (10–15) Life Regeneration per second
    (20–40)% increased Mana Cost Efficiency
    (100–150)% increased Armour and Evasion
    +(100–150) to maximum Life
    +(100–150) to Stun Threshold
    Life Recovery from Flasks is instant
    (25–30) to (35–40) Physical Thorns damage
    (50–100)% increased Armour and Evasion
    +(60–80) to maximum Life
    +100% of Armour also applies to Lightning Damage
    Enemies in your Presence have Lightning Resistance equal to yours
    Lightning Resistance does not affect Lightning damage taken
    (100–150)% increased Armour and Evasion
    +(100–150) to maximum Life
    +(17–23)% to Chaos Resistance
    +(200–300) to Ailment Threshold
    Life that would be lost by taking Damage is instead Reserved
    until you take no Damage to Life for 5 seconds
    (100–150)% increased Armour and Energy Shield
    +(17–23)% to Chaos Resistance
    (20–30)% increased Flask Charges gained
    50% less Flask Charges used
    (80–120)% increased Armour and Energy Shield
    +10 to Strength
    (20–30)% reduced Totem Life
    +1 to maximum number of Summoned Totems
    Inflicts a random Curse on you when your Totems die, ignoring Curse limit
    +(100–200) to maximum Energy Shield
    +(20–40) to Spirit
    +(25–35)% to Fire Resistance
    +(25–35)% to Cold Resistance
    Increases and Reductions to Mana Regeneration Rate also
    apply to Energy Shield Recharge Rate
    Gain (30–50)% of Maximum Mana as Armour
    +(50–70) to Armour
    +(50–70) to Stun Threshold
    -10 Physical damage taken from Projectile Attacks
    +10% to Block chance
    10% increased Movement Speed
    (100–150)% increased Armour
    +(80–100) to maximum Life
    (80–100)% increased Chance to be afflicted by Ailments when Hit
    25% increased Movement Speed while affected by an Ailment
    15% increased Movement Speed
    (50–100)% increased Armour
    50% increased Attribute Requirements
    Deal 30% of Overkill damage to enemies within 2 metres of the enemy killed
    (50–100)% increased Armour and Evasion
    +(20–30)% to Lightning Resistance
    25% reduced Light Radius
    5% increased Movement Speed per Frenzy Charge
    +1 to Maximum Frenzy Charges
    (150–200)% increased Armour and Evasion
    (20–25) Life Regeneration per second
    200% increased Stun Recovery
    (30–50)% reduced Chill Duration on you
    (30–50)% reduced Freeze Duration on you
    (30–50)% reduced Shock duration on you
    Grants Skill: Level 11 Black Powder Blitz
    (80–100)% increased Armour and Evasion
    (10–20)% increased Rarity of Items found
    +(15–25)% to Fire Resistance
    Gain Deflection Rating equal to 20% of Armour
    +(200–300) to Stun Threshold
    You cannot Sprint
    cannon ball footsteps [1]
    footstep effect variation [119]
    10% increased Movement Speed
    (30–60)% increased Armour and Energy Shield
    Adds 1 to (30–50) Lightning damage to Attacks
    Drop Shocked Ground while moving, lasting 8 seconds
    (50–100)% increased Armour and Evasion
    +(200–400) to Accuracy Rating
    (30–50)% increased Critical Hit Chance
    Skills have a (100–150)% longer Perfect Timing window
    Grants Skill: Raise Shield
    Grants Skill: Level 14 Cast on Block
    (150–200)% increased Armour
    Chance to Block Damage is Lucky
    You take (15–20)% of damage from Blocked Hits
    (100–150)% increased Armour and Energy Shield
    (15–25) Life Regeneration per second
    (15–25)% increased Mana Regeneration Rate
    Alternating every 5 seconds:
    Take 30% less Damage from Hits
    Take 30% less Damage over time
    (60–100)% increased Armour
    (20–30)% increased Critical Damage Bonus
    Critical Hits cannot Extract Impale
    (20–31) to (31–49) Physical Thorns damage
    50% increased Armour and Evasion
    Adds (2–3) to (5–6) Physical Damage to Attacks
    +(30–50) to maximum Life
    (4–8)% increased Attack Speed
    Strength can satisfy other Attribute Requirements of Melee Weapons and Melee Skills
    (40–60)% increased Armour and Evasion
    (40–50)% increased Rarity of Items found
    Lose 2% of maximum Life on Kill
    (100–150)% increased Armour and Evasion
    (5–10)% increased Attack Speed
    Gain (20–30) Life per Enemy Killed
    Gain (20–30) Mana per Enemy Killed
    (50–70)% increased Armour and Evasion
    (5–10)% increased Attack Speed
    +(20–30) to Intelligence
    (40–60)% increased Armour and Energy Shield
    +(10–15)% to Cold Resistance
    Gain (7–10) Life per Enemy Killed
    Gain (4–6) Mana per Enemy Killed
    Enemies in your Presence killed by anyone count as being killed by you instead
    (30–50)% increased Armour and Energy Shield
    You cannot be Chilled for 6 seconds after being Chilled
    You cannot be Frozen for 6 seconds after being Frozen
    You cannot be Ignited for 6 seconds after being Ignited
    You cannot be Shocked for 6 seconds after being Shocked
    Curses you inflict are reflected back to you
    +20 to Armour
    (5–15)% increased Rarity of Items found
    +(20–30) to Dexterity
    Gain 1 Rage on Melee Hit
    Every Rage also grants 1% increased Stun Threshold
    (50–100)% increased Armour
    +(50–80) to maximum Life
    (3–6) Life Regeneration per second
    (10–20)% increased Area of Effect
    (80–120)% increased Armour
    (10–15) Life Regeneration per second
    +(100–150) to Stun Threshold
    (30–60)% increased Presence Area of Effect
    Enemies in your Presence have at least 10% of Life Reserved
    +(50–100) to Accuracy Rating
    (150–200)% increased Armour and Evasion
    (15–25)% increased Critical Hit Chance
    (60–100)% increased Armour and Evasion
    +(75–125) to Accuracy Rating
    (10–15) Life Regeneration per second
    Deal 4% increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence, up to a maximum of 200%
    10% reduced Movement Speed
    (50–100)% increased Armour and Energy Shield
    +100 to maximum Life
    (35–50)% reduced Effect of Chill on you
    (35–50)% reduced Magnitude of Ignite on you
    (35–50)% reduced effect of Shock on you
    (50–100)% increased Armour and Energy Shield
    +(40–80) to maximum Life
    10% increased Rarity of Items found
    (10–15) to (20–25) Physical Thorns damage
    (70–130)% increased Armour and Energy Shield
    +(70–100) to maximum Life
    +(17–23)% to Chaos Resistance
    50% reduced Presence Area of Effect
    10% reduced Light Radius
    Enemies in your Presence count as being on Low Life
    +(5–10)% to Critical Damage Bonus
    Adds (21–26) to (25–31) Physical Damage
    (10–15)% increased Attack Speed
    Breaks Armour equal to 40% of damage from Hits with this weapon
    Fully Armour Broken enemies you kill with Hits Shatter
    +(60–100) to maximum Mana
    25% increased Light Radius
    (100–150)% increased Armour, Evasion and Energy Shield
    Equipment and Skill Gems have 25% increased Attribute Requirements
    You can Socket an additional copy of each Lineage Support Gem, in different Skills
    (10–15)% increased Skill Speed
    (40–60)% increased Armour, Evasion and Energy Shield
    Immobilise enemies at 50% buildup instead of 100%
    Enemies Immobilised by you take 25% less Damage
    (15–30)% increased Movement Speed
    (60–80)% increased Armour, Evasion and Energy Shield
    Dodge Roll avoids all Hits
    10% less Movement and Skill Speed per Dodge Roll in the past 20 seconds
    (200–300)% increased Armour and Evasion
    +(10–20)% to all Elemental Resistances
    Charms use no Charges
    Grants Skill: Raise Shield
    (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
    Grants Skill: Raise Shield
    (100–150)% increased Armour
    +(30–40)% to Fire Resistance
    +(23–29)% to Chaos Resistance
    +(150–200) to Stun Threshold
    Gain 1% of damage as Fire damage per 1% Chance to Block
    Grants Skill: Raise Shield
    (60–120)% increased Armour
    +(60–100) to maximum Mana
    +(10–15)% to all Elemental Resistances
    Inflict Elemental Exposure to Enemies 3 metres in front of you
    for 4 seconds, every 0.25 seconds while raised
    Grants Skill: Raise Shield
    (10–15)% increased Block chance
    (60–100)% increased Armour
    +(20–30) to Strength
    +(100–150) to Stun Threshold
    Enemies in your Presence count as having double Power
    Grants Skill: Raise Shield
    (40–60)% increased Block chance
    (150–200)% increased Armour
    +(150–200) to Stun Threshold
    Recover 4% of maximum Life when you Block
    Grants Skill: Raise Shield
    (60–100)% increased Armour and Evasion
    +(40–60) to maximum Life
    +(40–60) to maximum Mana
    Lose 1% of maximum Life on Kill
    Lose 1% of maximum Mana on Kill
    (30–50)% increased Skill Effect Duration
    Grants Skill: Raise Shield
    (10–15)% increased Block chance
    (30–50)% increased Armour and Energy Shield
    +(50–70) to maximum Mana
    Damage Blocked is Recouped as Mana
    Grants Skill: Raise Shield
    (40–60)% increased Block chance
    (80–120)% increased Armour and Energy Shield
    +(17–23)% to Chaos Resistance
    50% increased Life Regeneration rate
    Grants Skill: Raise Shield
    (60–100)% increased Armour and Energy Shield
    +(10–20) to Intelligence
    (30–50)% increased Mana Regeneration Rate
    (30–50)% increased Cooldown Recovery Rate
    Grants Skill: Raise Shield
    (80–150)% increased Armour and Energy Shield
    +(20–30) to Dexterity
    +(10–20)% to all Elemental Resistances
    +1 to Maximum Spirit per 25 Maximum Life
    Grants Skill: Raise Shield
    (333–666)% increased Armour and Energy Shield
    100% increased effect of Socketed Soul Cores
    (50–80)% increased Armour
    Gain (1–3) random Charge on reaching Maximum Rage
    Lose all Rage on reaching Maximum Rage
    (-10–10) to Maximum Rage
    (400–500)% increased Armour
    +(200–300) to Stun Threshold
    Take no Extra Damage from Critical Hits
    (100–150)% increased Armour and Energy Shield
    (50–100)% increased Energy Shield Recharge Rate
    (25–35) Life Regeneration per second
    (30–50)% reduced Ignite Duration on you
    Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
    (30–50)% reduced Duration of Bleeding on You
    (600–800)% increased Armour and Evasion
    +(200–300) to Accuracy Rating
    100% increased Critical Hit Chance
    (30–60) Life Regeneration per second
    Can't use Body Armour
    You can wield Two-Handed Axes, Maces and Swords in one hand
    +20 to Armour
    (5–15)% increased Rarity of Items found
    +(20–30) to Strength
    Every Rage also grants 1% increased Armour
    Gain 1 Rage on Melee Hit
    (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
    (100–150)% increased Armour and Evasion
    (10–40)% chance to Avoid Physical Damage from Hits
    (10–40)% chance to Avoid Chaos Damage from Hits
    Enemies in your Presence are Intimidated
    (60–80)% increased Armour and Evasion
    +(30–50) to maximum Life
    +(30–50) to maximum Mana
    +(10–15)% to Lightning Resistance
    You have no Accuracy Penalty at Distance
    (200–300)% increased Armour, Evasion and Energy Shield
    [3 Random Socket Modifiers]
    [Has 4 Rune Sockets]
    (100–200)% increased Armour and Evasion
    +(20–30) to Strength
    +(20–30) to Dexterity
    (8–12) Life Regeneration per second
    -20 to maximum Valour
    Banners always have maximum Valour
    +(20–30) to Spirit
    (80–120)% increased Armour and Energy Shield
    +(20–30) to Strength
    +(20–30) to Intelligence
    +(17–23)% to Chaos Resistance
    (5–10)% of Damage taken Recouped as Life
    Damage taken Recouped as Life is also Recouped as Energy Shield
    (100–150)% increased Armour and Evasion
    (5–10)% increased Attack Speed
    +(17–23)% to Chaos Resistance
    Lose 5% of maximum Life per second
    Regenerate 5 Rage per second
    No Inherent loss of Rage
    (150–200)% increased Armour
    +(20–30) to Strength
    Gain (30–50) Life per Enemy Killed
    (10–20)% increased Global Physical Damage
    Knockback direction is reversed
    (50–100)% increased Armour and Evasion
    (5–10)% increased Attack Speed
    +(20–30) to Strength
    +(20–30) to Dexterity
    +(30–50)% to Lightning Resistance
    100% of Fire damage Converted to Lightning damage
    (200–300)% increased Armour and Energy Shield
    +100 to maximum Life
    100% increased Attribute Requirements
    +(20–40)% to Lightning Resistance
    (15–30) Life Regeneration per second
    Debuffs you inflict have (20–30)% increased Slow Magnitude
    Cannot Immobilise enemies
    (25–40)% increased Stun Buildup
    Adds (7–11) to (14–20) Physical Damage to Attacks
    +(150–200) to Armour
    (20–30)% increased Projectile Speed
    +(15–25)% to Block chance
    Used when you become Stunned
    Defend with 200% of Armour during effect
    Has (1–3) Charm Slot
    Flasks gain 0.17 charges per Second
    This item gains bonuses from Socketed Items as though it was a Body Armour
    (50–100)% increased effect of Socketed Items
    Has 2 Rune Sockets (Hidden)
    Grants Skill: Level 12 Valako's Charge
    (80–120)% increased Armour and Evasion
    +(80–100) to maximum Life
    +(20–30) to Dexterity
    (-40–-30)% to Lightning Resistance
    (20–40)% of Physical damage from Hits taken as Lightning damage
    lightning coil replace damage hit effect index [110]
    Passive /57
    +30% of Armour also applies to Fire Damage
    30% reduced Magnitude of Ignite on you
    150% of Strength Requirements from Boots, Gloves and Helmets also added to Armour
    80% increased Armour from Equipped Body Armour
    Defend with 150% of Armour against Hits from Enemies that are further than 6m away
    30% reduced Effect of Chill on you
    30% increased Freeze Threshold
    +30% of Armour also applies to Cold Damage
    +30% of Armour also applies to Lightning Damage
    30% reduced effect of Shock on you
    100% increased Evasion Rating from Equipped Body Armour
    Gain Stun Threshold equal to the lowest of Evasion and Armour on your Helmet
    120% increased Armour and Evasion Rating when on Low Life
    50% increased Evasion Rating if you have been Hit Recently
    50% increased Armour if you haven't been Hit Recently
    Gain Ailment Threshold equal to the lowest of Evasion and Armour on your Boots
    20% increased Armour and Evasion Rating
    20% increased Stun Threshold
    Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating
    Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour
    +1 to Maximum Energy Shield per 12 Item Evasion Rating on Equipped Body Armour
    60% increased Armour from Equipped Body Armour
    60% increased Energy Shield from Equipped Body Armour
    Increases and Reductions to Armour also apply to Energy Shield
    Recharge Rate at 40% of their value
    20% increased maximum Energy Shield
    Defend with 120% of Armour while not on Low Energy Shield
    3% increased Movement Speed
    25% increased Armour
    25% increased maximum Energy Shield
    2% increased Attack Damage per 75 Item Armour and Evasion Rating on Equipped Shield
    50% increased Defences from Equipped Shield
    20% increased amount of Life Leeched
    40% increased Armour and Evasion Rating while Leeching
    Every Rage also grants 1% increased Armour
    Gain 5 Rage when Hit by an Enemy
    25% increased Armour if you've Hit an Enemy with a Melee Attack Recently
    50% increased Melee Damage against Immobilised Enemies
    Hits Break 30% increased Armour on targets with Ailments
    +10 to Strength
    25% increased Physical Damage
    Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt
    20% increased Magnitude of Impales inflicted with Spells
    20% increased Physical Damage
    30% increased Stun Buildup
    Hits Break 50% increased Armour on targets with Ailments
    Gain 8% of Damage as Extra Physical Damage
    15% increased effect of Fully Broken Armour
    25% increased Armour Break Duration
    25% increased Attack Area Damage
    Break 25% increased Armour
    12% increased Area of Effect for Attacks
    Gain Physical Thorns damage equal to 10% of Item Armour on Equipped Body Armour
    15% increased Armour
    Regenerate 0.5% of maximum Life per second
    +10 to Strength
    Hits against you have 20% reduced Critical Damage Bonus
    20% increased Armour and Evasion Rating
    15% increased effect of Fully Broken Armour
    Fully Broken Armour effects also apply to Fire Damage Taken from Hits
    Break 60% increased Armour
    10% chance to Defend with 200% of Armour
    Enemies you Fully Armour Break cannot Regenerate Life
    Enemies you Fully Armour Break are Maimed
    15% increased chance to inflict Ailments
    Hits Break 30% increased Armour on targets with Ailments
    Enemies affected by your Hazards Recently have 25% reduced Armour
    Enemies affected by your Hazards Recently have 25% reduced Evasion Rating
    10% increased Armour and Evasion Rating per Summoned Totem in your Presence
    10% increased Attack Damage per Summoned Totem in your Presence
    Can Attack as though using a Quarterstaff while both of your hand slots are empty
    Unarmed Attacks that would use your Quarterstaff's damage gain:
    Physical damage based on their Skill Level
    • 1% more Attack Speed per 25 Item Evasion Rating on Equipped Armour Items
    • +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
    Ascendancy Passive /23
    Ascendancy: Titan
    Character: Warrior
    50% more Armour from Equipped Body Armour
    Ascendancy: Warbringer
    Character: Warrior
    Break Armour equal to 10% of Hit Damage dealt
    Ascendancy: Smith of Kitava
    Character: Warrior
    Can only use a Normal Body Armour
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants +75% to Fire Resistance
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants +75% to Cold Resistance
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants +75% to Lightning Resistance
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants 20% increased Strength
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants 15% increased maximum Life
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants 100% increased Stun Threshold
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants regenerate 3% of maximum Life per second
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants +50% of Armour also applies to Elemental Damage
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants 25% of Physical Damage from Hits taken as Fire Damage
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants Hits against you have 50% reduced Critical Damage Bonus
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants +100% of Armour also applies to Chaos Damage
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants Unaffected by Ignite
    Ascendancy: Amazon
    Character: Huntress
    Evasion Rating from Equipped Helmet, Gloves and Boots is doubled
    Evasion Rating from Equipped Body Armour is halved
    Ascendancy: Blood Mage
    Character: Witch
    Gain additional maximum Life equal to 100% of the Item Energy Shield on Equipped Body Armour
    Ascendancy: Tactician
    Character: Mercenary
    Gain Deflection Rating equal to 20% of Armour
    Ascendancy: Tactician
    Character: Mercenary
    Defend with 200% of Armour
    Enemies have an Accuracy Penalty against you based on Distance
    Maximum Chance to Evade is 50%
    Maximum Physical Damage Reduction is 50%
    Ascendancy: Witchhunter
    Character: Mercenary
    Grants Skill: Sorcery Ward
    35% less Armour and Evasion Rating
    Ascendancy: Invoker
    Character: Monk
    +1 to Spirit for every 8 Item Energy Shield on Equipped Body Armour
    +1 to Spirit for every 20 Evasion Rating on Equipped Body Armour
    Cannot gain Spirit from Equipment
    Ascendancy: Invoker
    Character: Monk
    Physical Damage Reduction from Armour is based on your combined Armour and Evasion Rating
    Timeless Jewel Passive /10
    Armour
    Vaal Passive
    (7–12)% increased Armour
    Automaton Studies
    Vaal Notable
    (30–40)% increased Armour
    (3–4)% additional Physical Damage Reduction
    Transcendence
    Templar Keystone
    +100% of Armour applies to Elemental Damage
    Armour does not apply to Physical Damage
    -15% to all maximum Elemental Resistances
    Master the mortal world, and you may find immortality beyond.
    Militant Faith: Maxarius
    Power of Purpose
    Templar Keystone
    80% of Maximum Mana is Converted to twice that much Armour
    Empowered by the divine, you fear no weapon of man.
    Eternal Fortitude
    Eternal Notable
    8% increased Armour per Endurance Charge
    Gleaming Legion
    Eternal Notable
    80% increased Armour
    Circular Teachings
    Kalguuran Keystone
    Gain no inherent bonus from Dexterity
    1% increased Armour per 2 Dexterity
    It is both despair and inspiration, to look back, and see oneself in the cycles of Time.
    Born of Middengard
    Kalguuran Notable
    40% increased Armour
    Deformed Steel
    Abyss Notable
    2% increased Armour per 10 Tribute
    5% increased Stun Threshold per 25 Tribute
    Timeless Jewel Passive Additions /2
    FactionCategoryShow Full DescriptionsCode
    VaalNotable
    (7–12)% increased Armourvaal_small_armour
    KaruiNotable
    20% increased Armourkarui_notable_add_armour
    Edit

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