Attack Ref /299
Attacks
Attacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type.

+200 Intelligence Requirement
+100 Strength Requirement
(250–350)% increased Physical Damage
(10–20)% increased Attack Speed
+1 to Level of all Lightning Skills
+(5–7) to all Attributes
+(50–100) to all Attributes
+(60–100) to maximum Life
+(60–100) to Stun Threshold
Cannot Evade Enemy Attacks
250% of Melee Physical Damage taken reflected to Attacker
Regenerate 5% of maximum Life per second while Surrounded
10% increased Movement Speed
Drop Shocked Ground while moving, lasting 8 seconds
Bow Attacks fire an additional Arrow
+(30–40)% to Critical Damage Bonus
Bow Attacks fire 3 additional Arrows
Gain (20–30) Life per Enemy Killed
Gain (12–18) Mana per Enemy Killed
+(15–25) to Evasion Rating
(10–15)% increased Critical Damage Bonus
(40–60)% increased Evasion Rating
+(60–100) to Accuracy Rating
+(5–10) to Intelligence
25% increased Attack Speed while on Full Mana
You count as on Full Mana while at 90% of maximum Mana or above
(60–80)% increased Evasion Rating
(20–30)% increased Critical Hit Chance
5% increased Attack Speed
+(10–20) to Dexterity
Your Critical Damage Bonus is 300%
(4–6)% increased Attack Speed
(5–10)% increased Attack Speed
+(20–30) to Intelligence
+(50–100) to Accuracy Rating
(15–25)% increased Critical Hit Chance
+(10–15)% to Critical Damage Bonus
(10–15)% increased Attack Speed
+(20–30)% to Critical Damage Bonus
10% increased Attack Speed
Gain 3 Life per Enemy Killed
10% increased Attack Speed
Lose 3 Mana per Enemy Killed
10% increased Weapon Damage per 10 Strength
+(3–5)% to Critical Hit Chance
(15–20)% increased Attack Speed
(25–40)% increased Mana Regeneration Rate
Skills reserve 50% less Spirit
(3–6) Life Regeneration per second
+(20–30) to Dexterity

+(60–80) to maximum Mana
20% increased Accuracy Rating
100% increased Parried Debuff Duration
parry skill art variation from item [2]
(10–15)% increased Attack Speed
Causes (30–50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
(10–15)% increased Attack Speed
All damage with this Weapon causes Electrocution buildup
+50 Dexterity Requirement
-15 Strength Requirement
(80–120)% increased Physical Damage
50% increased Attack Speed
(15–25)% increased Light Radius
+(15–25) to Dexterity
+(15–25) to Intelligence
+(5–10)% to Critical Hit Chance
+(2–4) to Level of all Elemental Skills
+(120–160) to Accuracy Rating
(30–40)% increased Rarity of Items found
Gain 25 Life per Enemy Hit with Attacks
Can't use other Rings
Gain 15 Mana per Enemy Hit with Attacks
50% reduced Duration of Curses on you
+(20–30) to Strength
(10–15)% reduced Attack Speed

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

(25–35)% increased Projectile Speed with this Weapon
+100 to Evasion Rating
(10–20)% increased Attack Speed

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

+(100–150) to Accuracy Rating
10% increased Attack Speed
(20–30)% increased Projectile Speed with this Weapon
local weapon implicit hidden % base damage is chaos [100]
(10–15)% increased Attack Speed
Grants 1 additional Skill Slot
(15–25)% increased Rarity of Items found
+(17–23)% to Chaos Resistance
Lose 5% of maximum Life per second
(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
+(15–25) to Intelligence
+(25–35)% to Lightning Resistance
(5–10)% increased Attack Speed
+(20–30) to Strength
+(20–30) to Dexterity
+(30–50)% to Lightning Resistance
(100–140)% increased Energy Shield
+(150–200) to Accuracy Rating
+(10–15) to all Attributes
-10% to Fire Resistance
(20–30)% reduced Enemy Stun Threshold
+(150–200) to Armour
(20–30)% increased Projectile Speed
+(15–25)% to Block chance
Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Supports Attacks that use a weapon, causing them to deal more weapon Elemental damage.
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned.
Supports Slam Skills. Supported Skills have increased chance to cause Aftershocks the longer their Attack time.
Supports Melee Attack Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Life, with the percentage scaling higher the longer the Attack time of the Supported Skill. Cannot Support Channelling Skills.
Supports Melee Attack Skills you use yourself. Insufficient Mana doesn't prevent Supported Skills from being used while Surrounded.
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Supports Melee Attack Skills. Supported Skills trigger Quill Burst, which deals your Thorns Damage in an Area around the target struck. Quill Burst can only be triggered on Hit after you've
Retaliated with Thorns Damage.
Supports Melee Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting Hobble on you. The second and third Attacks in sequence will powerfully scale chance to Critically Hit and overall damage, respectively, at which point the cycle will reset. Cannot Support Channelling Skills.
Supports Persistent Buff Skills, causing you to deal increased Attack Damage while on Low Life while the Supported Skill is active.
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.
Supports Melee Attacks you use yourself. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.
Supports Melee Attack Skills. Supported Skills deal more Damage against Heavily Stunned Enemies, but cannot themselves Stun.
Supports Warcry Skills. Attacks Empowered by Supported Skills have a chance not to lower the Empowerment count of Supported Skills when they are used.
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Supports Crossbow Ammunition Skills, granting a chance to not consume a Bolt when firing.
Supports Melee Attack Skills. Supported Skills gain Combo when you successfully Strike Enemies with other Melee Attacks. Supported Skills reset their Combo on use, dealing more Damage the higher Combo you had on use. Cannot support skills which already gain Combo. Cannot Support Skills used by Minions.
Supports Attack Skills you use yourself which fire Projectiles. Supported Skills accumulate Seals over time, and consume them when used. For each Seal consumed, the Attack will fire additional Projectiles. Projectiles from Supported Skills are fired in random directions. Cannot Support Skills which require Combo, have a Cooldown or already gain Seals.
Supports Projectile Attack Skills you use yourself. Supported Skills gain Voltaic Charge as you move, up to a maximum. When used, Supported Skills expend that Charge to gain extra Lightning Damage and Chain.
Supports Bow or Spear Projectile Attacks you use yourself. Supported Skills deal lower damage initially, but generate Spectral Projectiles, which deal more damage when they fire. Spectral Projectiles linger and will fire a short duration after no new Spectral Projectiles have been created. Cannot support Channelling Skills, Leaping skills, or skills which rain Projectiles from above.
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 Melee Attack Skills. Supported Skills deal more Melee Damage for each Elemental Ailment on Enemies they hit, but cannot themselves inflict Elemental Ailments.
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but have massively increased Skill Speed. Cannot support Skills which have a Cooldown or that are Triggered.
Supports Ranged Spear Attacks. Supported Skills create Caltrops when Projectiles they create reach the end of their flight.
Supports Attack Skills you use yourself. While using Supported Skills, you gain increased Evasion Rating, with the increase scaling higher the longer the Attack time of the supported Skill. Cannot Support Channelling Skills.
Supports Melee Attack Skills. Supported Skills apply Easy Target when Knocking Back Enemies, causing the next Projectile Attack Hit they take to deal increased Damage.
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are
pushed out of the way.
Perform a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
Perform a damaging warcry, Knocking Back nearby enemies. If a Heavy Stunned enemy is hit, your next Slam is Empowered to perform an additional Aftershock. If not, this skill's cooldown is reset. Only counts Heavily Stunned enemies for purposes of counting Power Gained.
Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
Ready a volley of arrows or spears, Empowering your next Barrageable Bow or Projectile Spear Attack to Repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Channel to build up power before firing off a burning arrow. At maximum charge, the arrow will detonate at the end of its flight, causing an explosion in an area around it.
Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
Leap forward into the air and fire downward. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Lightning Exposure, and can Consume Shock to conjure a stampede of spirits.
Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge. Enemies around you that can be Culled will be highlighted.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Attack Hits. Your Elemental Damage with Attacks is greatly enhanced the more Resonance of any type you have.
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Advance while hitting enemies around you with a series of spinning Strikes.
Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Dash to an enemy and Strike them with an Unarmed Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
Dash to an enemy and Strike them with an Unarmed Attack. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff and Unarmed Attacks to also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion that deals Attack damage but does not use your weapon's damage. This skill can be used while using other skills.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants
Purple Flames of Chayula for a duration.
While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Attack damage and Accuracy while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Armour, Evasion and movement speed while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Stun Threshold, Elemental Ailment Threshold and Flask charges while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with perfect timing performs a Lightning-infused dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Grants your weapon Infusion. Non-Melee Projectile Attacks with that weapon Consume Infusions to Infuse the Projectiles fired, causing them to explode at the end of their flight.
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
50% reduced Enemy Chance to Block Sword Attacks
25% increased Damage with One Handed Weapons
+25% to Critical Damage Bonus against Stunned Enemies
40% increased chance to Shock
Empowered Attacks deal 30% increased Damage
20% increased Totem Damage
Skills that would Summon a Totem have 20% chance to Summon two Totems instead
20% increased Totem Placement range
30% increased Totem Placement speed
Minions have 20% increased Movement Speed
30% increased Melee Damage when on Full Life
30% increased Attack Damage when on Full Life
Mastery: Ultimatum
8% reduced Attack Speed
40% increased Projectile Damage
14% increased Lightning Damage
30% increased Mana Recovery from Flasks
25% increased Attack Damage
25% increased Attack Damage
25% increased Attack Damage
25% increased Attack Damage
25% increased Attack Damage
4% increased Movement Speed if you've Killed Recently
15% increased Area of Effect for Attacks
5% reduced Attack Speed
20% increased Duration of Damaging Ailments on Enemies
15% chance to Pierce an Enemy
15% increased Projectile Damage
Huntress: 30% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
8% increased Projectile Speed
8% increased Attack Speed
+10 to Dexterity
Huntress: 8% increased Attack Speed
Huntress: 8% increased Area of Effect
Huntress: +10 to Dexterity
10% increased Cast Speed if you've Attacked Recently
20% increased Area of Effect while Unarmed
25% reduced Damage with Unarmed Attacks
100% increased chance for Essences found in your Maps to add Speed modifiers
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.