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.
100% increased Attack Speed
+(10–20) to Dexterity
(50–100)% increased Arrow Speed
40% less Attack Damage
Grants Skill: Level 15 Thundergod's Wrath
+200 Intelligence Requirement
+100 Strength Requirement
(250–350)% increased Physical Damage
(10–20)% increased Attack Speed
+1 to Level of all Lightning Skills
(30–50)% increased Energy Shield
+(10–20) to Dexterity
(10–15)% reduced Attack and Cast Speed
Lightning damage from Hits Contributes to Electrocution Buildup
(30–60)% increased Armour
Adds (6–10) to (12–16) Physical Damage to Attacks
5% reduced Attack Speed
(20–30)% increased Stun Buildup
Adds (16–20) to (23–27) Physical Damage
+15% to Critical Hit Chance
10% reduced Attack Speed
+10 to Strength
+(5–7) to all Attributes
+(50–100) to all Attributes
-4 Physical Damage taken from Attack Hits
+(5–7) to all Attributes
+100 to maximum Life
Allies in your Presence have (30–50)% increased Critical Hit Chance
Allies in your Presence have (30–50)% increased Critical Damage Bonus
Allies in your Presence have (10–20)% increased Attack Speed
Allies in your Presence have (10–20)% increased Cast Speed
50% reduced Presence Area of Effect
Has (1–3) Charm Slot
(10–15)% reduced Charm Charges used
+(80–100) to maximum Life
(30–50)% increased Flask Life Recovery rate
(30–40)% more maximum Physical Attack Damage
(30–40)% less minimum Physical Attack Damage
+(40–60) to maximum Life
+(10–20) to Strength
+(30–40)% to Fire Resistance
Cannot be Ignited
-10 Physical Damage taken from Attack Hits
+(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
+(50–70) to Armour
+(50–70) to Stun Threshold
-10 Physical damage taken from Projectile Attacks
+10% to Block chance
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
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
Adds (8–10) to (13–15) Cold Damage
Gain 5 Mana per Enemy Killed
(30–50)% increased Freeze Buildup
30% increased Chill Duration on Enemies
Attacks Chain 2 additional times
(20–30)% increased Bolt Speed
(40–60)% increased Physical Damage
(30–40)% increased Attack Speed
100% chance to not consume a bolt if you've Reloaded Recently
30% reduced Reload Speed
Adds 1 to (60–80) Lightning Damage
+(300–400) to Accuracy Rating
(5–30)% increased Attack Speed
On Hitting an enemy, gains maximum added Lightning damage equal to
the enemy's Power for 6 seconds, up to a total of 500
+(15–25) to Evasion Rating
Adds (3–5) to (8–10) Physical Damage to Attacks
(10–15)% increased Critical Damage Bonus
Base Critical Hit Chance for Attacks with Weapons is 7%
(30–50)% increased Evasion Rating
Adds (3–5) to (6–8) Cold damage to Attacks
+(20–30)% to Cold Resistance
(40–50)% increased Freeze Buildup
(20–30)% increased Magnitude of Chill you inflict
(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
(30–50)% increased Evasion and Energy Shield
(4–6)% increased Attack Speed
(20–30)% chance to Poison on Hit
All Damage from Hits Contributes to Poison Magnitude
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
(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
+(50–100) to Accuracy Rating
(150–200)% increased Armour and Evasion
(15–25)% increased Critical Hit Chance
Adds (10–14) to (16–20) Physical Damage
+(30–50) to Accuracy Rating
20% reduced Attack Speed
+(10–20) to Strength
Causes Double Stun Buildup
Adds (13–15) to (22–25) Physical Damage
(20–30)% increased Attack Speed
+(1–2) to Level of all Minion Skills
Increases and Reductions to Minion Attack Speed also affect you
+(10–15)% 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
Adds (12–16) to (22–25) Cold Damage
Adds 1 to (40–45) Lightning Damage
(10–20)% increased Attack Speed
Energy Generation is doubled
Adds (39–48) to (69–79) Physical Damage
+(20–30)% to Critical Damage Bonus
Adds (25–36) to (44–55) Chaos damage
Take 100 Chaos damage per second per Endurance Charge
Adds (4–6) to (7–10) Physical Damage
10% increased Attack Speed
Gain 3 Life per Enemy Killed
100% increased Attack Damage when on Low Life
Adds (4–6) to (7–10) Physical Damage
10% increased Attack Speed
Lose 3 Mana per Enemy Killed
100% increased Attack Damage while not on Low Mana
16% increased Melee Strike Range with this weapon
1% increased Area of Effect for Attacks per 10 Intelligence
1% increased Attack Speed per 10 Dexterity
10% increased Weapon Damage per 10 Strength
Adds (6–9) to (10–15) Cold Damage
Adds 1 to (19–29) Lightning Damage
+(3–5)% to Critical Hit Chance
(15–20)% increased Attack Speed
(25–40)% increased Mana Regeneration Rate
Skills reserve 50% less Spirit
Adds 1 to 3 Physical Damage to Attacks
Adds (3–4) to (5–8) Cold damage to Attacks
(5–10)% increased Attack Speed
+(5–10)% to Cold Resistance
Enemies Chilled by your Hits increase damage taken by Chill Magnitude
Attacks Gain (5–10)% of Damage as Extra Cold Damage
Adds 3 to 5 Fire damage to Attacks
Adds (3–5) to (6–9) Fire damage to Attacks
+(30–50) to maximum Mana
50% increased chance to Ignite
Attacks Gain (5–10)% of Damage as Extra Fire Damage
Adds 1 to 4 Physical Damage to Attacks
(3–6) Life Regeneration per second
Adds (4–6) to (8–10) Chaos Damage to Attacks
25% chance to Intimidate Enemies for 4 seconds on Hit
+(120–160) to Accuracy Rating
+(75–125) to Accuracy Rating
+(75–125) to Evasion Rating
Leech 5% of Physical Attack Damage as Life
You gain Onslaught for 4 seconds on Kill
Adds 1 to 4 Physical Damage to Attacks
Adds (5–7) to (9–13) Physical Damage to Attacks
+(20–30) to Dexterity
(10–20)% chance to Poison on Hit
All Damage taken from Hits while Poisoned Contributes to Magnitude of Chill on you
(15–25)% increased Magnitude of Poison you inflict
Adds 1 to 4 Physical Damage to Attacks
+(20–30) to Strength
Skills gain a Base Life Cost equal to 10% of Base Mana Cost
Deal your Thorns Damage to Enemies you Stun with Melee Attacks
(24–35) to (35–53) Physical Thorns damage
Grants Skill: Parry
+(60–80) to maximum Mana
+(10–15)% to all Elemental Resistances
20% increased Accuracy Rating
Parried enemies take more Spell Damage instead of more Attack Damage
100% increased Parried Debuff Duration
parry skill art variation from item [2]
Adds (12–15) to (22–25) Physical Damage
(10–15)% increased Attack Speed
Causes (30–50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
Adds (18–22) to (24–28) Physical Damage
Adds 1 to (50–55) Lightning Damage
(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
1% increased Attack Speed per 20 Dexterity
Adds 1 to 10 Lightning Damage to Attacks per 20 Intelligence
100% increased Elemental Damage with Attacks
+(5–10)% to Critical Hit Chance
+(2–4) to Level of all Elemental Skills
Trigger skills refund half of Energy spent
+(120–160) to Accuracy Rating
(30–40)% increased Rarity of Items found
+(10–15)% to all Elemental Resistances
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
Adds 1 to 4 Physical Damage to Attacks
Adds (5–7) to (9–13) Physical Damage to Attacks
+(20–30) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
(10–20)% chance to inflict Bleeding on Hit
(15–25)% increased Magnitude of Bleeding you inflict
Grants Skill: Level 8 Purity of Fire
Allies in your Presence deal (15–23) to (28–35) added Attack Fire Damage
50% of your Base Life Regeneration is granted to Allies in your Presence
+(5–10) to all Attributes
25% increased Light Radius
(20–30)% increased Critical Hit Chance for Attacks
(10–15)% reduced Attack Speed
Chaos Damage from Hits also Contributes to Freeze Buildup
Chaos Damage from Hits also Contributes to Electrocute Buildup
Attacks Gain (10–20)% of Physical Damage as extra Chaos Damage
Grants Skill: Spear Throw
No Physical Damage
Adds 1 to (80–120) Lightning Damage
(15–30)% increased Attack Speed
(50–100)% increased chance to Shock
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
Adds (10–15) to (21–26) Physical Damage
+100 to Evasion Rating
(10–20)% increased Attack Speed
(30–60)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
(30–60)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
Grants Skill: Spear Throw
(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
Grants Skill: Spear Throw
(15–25)% chance to Maim on Hit
Adds (13–17) to (22–28) Physical Damage
+(100–150) to Accuracy Rating
10% increased Attack Speed
All Damage from Hits with this Weapon Contributes to Pin Buildup
(20–30)% increased Projectile Speed with this Weapon
(250–300)% increased Physical Damage
10% reduced Attack Speed
50% increased Mana Regeneration Rate
local gain shrine buff every 10 seconds [1]
(30–40)% increased Elemental Ailment Threshold
(100–130)% increased Evasion Rating
Adds (13–20) to (21–31) Cold damage to Attacks
+(30–40) to Dexterity
25% increased Chill Duration on Enemies
Can Evade all Hits if you have not been Hit Recently
Adds (5–7) to (10–12) Physical Damage
+10 to Dexterity
(30–50)% increased Mana Regeneration Rate
Attacks with this Weapon gain 50% of Physical damage as Extra damage of each Element
local weapon implicit hidden % base damage is chaos [100]
Adds 1 to (200–300) Lightning Damage
(10–15)% increased Attack Speed
100% of Lightning Damage Converted to Chaos Damage
Chaos Damage from Hits also Contributes to Shock Chance
Grants 1 additional Skill Slot
(15–25)% increased Rarity of Items found
+(17–23)% to Chaos Resistance
Lose 5% of maximum Life per second
Attacks have added Physical damage equal to 3% of maximum Life
(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
(50–70)% increased Evasion and Energy Shield
Adds 1 to (30–50) Lightning damage to Attacks
+(15–25) to Intelligence
+(25–35)% to Lightning Resistance
(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
(100–140)% increased Energy Shield
+(150–200) to Accuracy Rating
+(10–15) to all Attributes
Increases and Reductions to Spell damage also apply to Attacks
Gain (2–3) Life per Enemy Hit with Attacks
(5–10)% increased Attack Speed
Gain 5 Life per Enemy Hit with Attacks
(15–25)% chance to Pierce an Enemy
Bow Attacks consume 10% of your maximum Life Flask Charges if possible to deal added Physical damage equal to 5% of Flask's Life Recovery amount
(20–30)% reduced Enemy Stun Threshold
Adds (7–11) to (14–20) Physical Damage to Attacks
+(150–200) to Armour
(20–30)% increased Projectile Speed
+(15–25)% to Block chance
Grants Skill: Spear Throw
Grants Skill: Level 15 Chaotic Infusion
(15–20)% increased Attack Speed
Leeches (10–20)% of Physical Damage as Life
Adds (167–201) to (267–333) Chaos damage
When you Consume a Charge Trigger Chaotic Infusion to gain 2 Chaos Infusion
Life Leech recovers based on your Chaos damage instead of Physical damage
Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
Supports Attacks, causing their Physical damage to Leech Life.
Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
Supports Melee Attacks, causing them to grant Rage on Hit.
Supports Attacks, causing repeated uses to be more effective at Stunning enemies.
Supports Slams you use yourself, providing a powerful Ancestral Boost every few seconds.
Supports Warcries, causing them to consume Rage to further boost Empowered Attacks.
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 Attacks which create fissures in the ground, causing them to create additional fissures at the cost of damage and attack speed.
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage the closer you are to being Heavily Stunned.
Supports Melee Attacks you use yourself. Supported Skills Consume all Endurance Charge on use, causing you to restore a percentage of your maximum Life for each Charge Consumed.
Supports Slam Skills. Supported Skills have increased chance to cause Aftershocks the longer their Attack time.
Supports Melee Attack Skills. Supported Skills deal more Damage while you have a lower percentage of your Life remaining than the target struck, but less Damage when the reverse is true.
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 Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding.
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 Attack Skills you use yourself. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
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 Attacks. Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.
Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
Supports Attack Skills. Bleeding inflicted with Supported Skills lasts significantly longer, but enemies you inflict Bleeding onto with Supported Skills will move and Attack faster.
Supports Attacks, causing them to Attack faster.
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 gain Accuracy.
Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
Supports Attacks, causing them to Maim enemies.
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Supports Attacks you use yourself. Killing a Shocked enemy with supported skills infuses all of your Attacks with Lightning damage for a short time.
Supports Melee Attacks you use yourself. Supported Skills cannot be used until enough Combo has been built up, but deal massively more damage. Cannot support skills which already Combo, or Triggered Skills.
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
Supports Attacks, causing them to deal more damage from farther away.
Supports Attacks, causing them to build up Daze based on a portion of Physical Damage dealt.
Supports Attacks, causing them to Daze Enemies when they fully Break Armour.
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 Attacks you use yourself. Supported Skills gain more Attack speed each time you use them, but will become unusable if used too frequently in a short time frame.
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 Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
Supports Bow Attacks. Every third shot with Supported Skills restores a portion of it's Mana cost and Gains Damage as extra Lightning Damage.
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. Supported Skills always hit Dazed Enemies, but Consume Daze on Hit, and cannot themselves inflict Daze.
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 which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.
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.
Supports Attacks you use yourself, 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 Attack Skills you use yourself. When Supported Attacks are Empowered, they have significantly lowered cost and raised Accuracy.
Supports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.
Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
Supports Attacks, causing their Physical damage to Leech Mana.
Supports Attacks, causing them to Gain Chaos Damage but deal less Damage of other Types.
Supports Attacks you use yourself. Freezing an enemy with supported skills infuses all of your Attacks with Cold damage for a short time.
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.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
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.
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.
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.
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 using Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
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.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
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.
Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from.
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.
Channel to charge up your bow before releasing a powerful shot. Releasing the moment you fully charge causes the arrow to explode on impact for a guaranteed Critical Hit.
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.
Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
Aim skyward and fires energy missiles at lingering bolts or arrows created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
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.
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
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.
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting. The bone spike is itself a Minion. If it dies, the effect ends immediately.
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.
While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
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.
Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
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.
Leap forward and Slam the ground, sending out a Stunning shockwave that is especially potent against Dazed enemies.
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.
Mark a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
Dash to an enemy and Strike them with an unarmed Attack, applying socketed Curses and triggering socketed Marks with reduced effect. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
While active, gains Energy when you kill an enemy with a Melee Attack. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
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.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
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.
Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
8% increased Attack Speed with Quarterstaves
Knocks Back Enemies if you get a Critical Hit with a Quarterstaff
5% increased Attack Speed with Daggers
15% increased Critical Hit Chance with Daggers
25% increased Damage with Spears
10% increased Attack Speed with Spears
50% reduced Enemy Chance to Block Sword Attacks
2% increased Attack Damage per 75 Armour or Evasion Rating on Shield
15% reduced Attack Speed with Crossbows
80% increased Critical Damage Bonus with Crossbows
15% chance for Crossbow Attacks to not consume a bolt
15% increased Damage with Flails
6% increased Attack Speed with Flails
6% increased Attack Speed with One Handed Melee Weapons
15% increased Accuracy Rating with One Handed Melee Weapons
+10 to Strength and Dexterity
25% increased Damage with One Handed Weapons
Attacks have 10% chance to Maim on Hit
25% increased Damage with One Handed Weapons
Attacks with One-Handed Weapons have 20% increased Chance to inflict Ailments
5% reduced Attack Speed
20% increased Stun Buildup
40% increased Damage with Two Handed Weapons
15% increased Area of Effect for Attacks
+10 to Strength
5% reduced Attack Speed
20% increased Stun Buildup
40% increased Damage with Two Handed Weapons
6% increased Attack Speed while Dual Wielding
30% increased Armour
Defend with 120% of Armour against Projectile Attacks
Defend with 150% of Armour against Attacks from further than 6m
8% more chance to Evade Melee Attacks
1% increased Attack Damage per 75 Armour or Evasion Rating on Shield
50% increased Defences from Equipped Shield
12% increased Attack Speed if you've successfully Parried Recently
6% increased Movement Speed if you've successfully Parried Recently
Successfully Parrying a Melee Hit grants 40% increased Damage to your next Ranged Attack
Successfully Parrying a Projectile Hit grants 40% increased Damage to your next Melee Attack
25% increased Critical Damage Bonus for Attack Damage
+25% to Critical Damage Bonus against Stunned Enemies
20% increased Critical Hit Chance for Attacks
20% increased Critical Damage Bonus for Attack Damage
20% more Stun Buildup with Critical Hits
5% increased Attack Speed
10% increased Accuracy Rating
5% increased Dexterity
4% increased Attack Speed
6% increased Attack Speed if you've been Hit Recently
+10 to Strength
16% increased Attack Speed during any Flask Effect
8% increased Attack Speed with One Handed Weapons
+15 to Dexterity
Allies in your Presence have 6% increased Attack Speed
6% increased Attack Speed
1% increased Attack Speed per 25 Dexterity
10% increased Attack Speed
15% chance to Blind Enemies on Hit with Attacks
8% increased Attack Speed
10% reduced Cost of Skills
Attack Hits Aggravate any Bleeding on targets which is older than 4 seconds
30% increased Critical Hit Chance against Bleeding Enemies
20% chance to Aggravate Bleeding on targets you Critically Hit with Attacks
10% chance to Aggravate Bleeding on targets you Hit with Attacks
10% chance for Attack Hits to apply ten Incision
40% increased chance to Shock
5% increased Attack and Cast Speed with Lightning Skills
25% chance for Attacks to Maim on Hit against Poisoned Enemies
25% increased Magnitude of Poison you inflict
20% chance to Aggravate Bleeding on targets you Hit with Empowered Attacks
Empowered Attacks deal 30% increased Damage
Empowered Attacks have 50% increased Stun Buildup
100% increased Stun Threshold during Empowered Attacks
25% increased Damage while you have a Totem
Spells Cast by Totems have 2% increased Cast Speed per Summoned Totem
Attacks used by Totems have 2% increased Attack Speed per Summoned Totem
20% increased Totem Damage
6% increased Attack and Cast Speed if you've summoned a Totem Recently
Attack Skills have +1 to maximum number of Summoned Totems
Skills that would Summon a Totem have 20% chance to Summon two Totems instead
Attack Skills have +1 to maximum number of Summoned Totems
20% increased Totem Placement range
Attacks used by Totems have 4% increased Attack Speed per Summoned Totem
30% increased Totem Placement speed
8% increased Attack and Cast Speed if you've summoned a Totem Recently
12% increased Attack and Cast Speed if you've summoned a Totem Recently
Minions have 20% increased Movement Speed
Minions have 8% increased Attack and Cast Speed
+30 to Accuracy Rating
8% increased Melee Attack Speed
10% increased Critical Hit Chance for Attacks
30% increased Attack Damage against Rare or Unique Enemies
8% increased Melee Attack Speed
+10 to Dexterity
30% increased Melee Damage when on Full Life
16% increased Attack Speed if you haven't Attacked Recently
25% increased Attack Damage
Attacks have 25% chance to Maim on Hit
16% increased Attack Damage
16% increased Skill Effect Duration
Buffs on you expire 10% slower
24% increased Attack Damage
10% chance to Blind Enemies on Hit with Attacks
30% increased Attack Damage when on Full Life
50% increased Attack Damage when on Low Life
Allies in your Presence have +100 to Accuracy Rating
35% increased Attack Damage while you have an Ally in your Presence
10% increased Attack Damage
Gain Accuracy Rating equal to your Strength
Mastery: Ultimatum
+4 to Melee Strike Range if you've dealt a Projectile Attack Hit in the past eight seconds
Projectiles have 25% chance to Fork if you've dealt a Melee Hit in the past eight seconds
8% reduced Attack Speed
40% increased Projectile Damage
40% increased Projectile Stun Buildup
15% increased Projectile Speed
15% increased Area of Effect for Attacks
18% increased Cold Damage
30% increased Freeze Buildup
Witch: Minions deal 15% increased Damage
Witch: Minions have 3% increased Attack and Cast Speed
14% increased Lightning Damage
8% increased Attack and Cast Speed with Lightning Skills
5% increased Attack and Cast Speed
25% increased Physical Damage
10% increased Area of Effect for Attacks
10% reduced Mana Cost of Attacks
18% of Skill Mana Costs Converted to Life Costs
30% increased Mana Recovery from Flasks
8% increased Attack and Cast Speed during Effect of any Mana Flask
15% increased Critical Hit Chance for Attacks
15% increased Accuracy Rating
1% increased Attack Speed per 250 Accuracy Rating
5% increased Attack Speed
30% increased Accuracy Rating against Rare or Unique Enemies
8% increased Projectile Speed
6% increased Attack Speed
12% increased Accuracy Rating
25% increased Attack Damage
25% increased Attack Damage
25% increased Attack Damage
25% increased Attack Damage
25% increased Attack Damage
20% increased Elemental Damage with Attacks
5% of Physical Damage from Hits taken as Damage of a Random Element
40% increased Elemental Damage with Attack Skills during any Flask Effect
Attack Damage Penetrates 15% of Enemy Elemental Resistances
4% increased Movement Speed if you've Killed Recently
8% increased Attack Speed if you've Killed Recently
20% increased Area of Effect if you've Killed Recently
10% increased Area of Effect for Attacks
15% increased Area of Effect if you have Stunned an Enemy Recently
15% increased Area of Effect for Attacks
15% increased Attack Area Damage
15% increased Area of Effect for Attacks
20% increased Stun Buildup
25% increased Attack Area Damage
20% increased Area of Effect for Attacks
25% increased Armour Break Duration
25% increased Attack Area Damage
Break 25% increased Armour
16% increased Area of Effect for Attacks
5% reduced Attack Speed
30% increased Stun Buildup
50% increased Attack Damage
5% reduced Attack Speed
30% increased Magnitude of Ailments you inflict
20% increased Duration of Damaging Ailments on Enemies
20% increased Attack Speed while Surrounded
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
Huntress: 30% increased Projectile Damage if you've dealt a Melee 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
8% increased Attack and Cast Speed
30% increased Attack Damage if you've Cast a Spell Recently
10% increased Cast Speed if you've Attacked Recently
25% increased Evasion if you have Hit an Enemy Recently
50% increased maximum Dash Distance with Unarmed Attack Skills
20% increased Area of Effect while Unarmed
25% reduced Damage with Unarmed Attacks
20% increased Unarmed Attack Speed
Ascendancy: Tactician
Character: Mercenary
Allies in your Presence gain added Attack Damage equal
to 25% of your main hand Weapon's Damage
Ascendancy: Tactician
Character: Mercenary
Skills used by Totems have 30% more Skill Speed
Totems only use Skills when you fire an Attack Projectile
is focused totem [1]
Ascendancy: Amazon
Character: Huntress
Chance to Hit with Attacks can exceed 100%
Gain additional Critical Hit Chance equal to 25% of excess chance to Hit with Attacks
Ascendancy: Amazon
Character: Huntress
Attacks using your Weapons have Added Physical Damage equal
to 25% of the Accuracy Rating on the Weapon
100% increased chance for Essences found in your Maps to add Attack modifiers
100% increased chance for Essences found in your Maps to add Chaos modifiers
100% increased chance for Essences found in your Maps to add Physical modifiers
100% increased chance for Essences found in your Maps to add Speed modifiers
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