Block
5% increased Block chance
Block Attr /4
Name | Show Full Descriptions |
---|---|
ID | buckler2_ |
Icon | Art/2DArt/SkillIcons/passives/BucklerNode1.png |
PassiveSkillsHash | 26103 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false |
Block
5% increased Block chance
Block Attr /4
Name | Show Full Descriptions |
---|---|
ID | buckler3 |
Icon | Art/2DArt/SkillIcons/passives/BucklerNode1.png |
PassiveSkillsHash | 20582 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Block
5% increased Block chance
Block Attr /4
Name | Show Full Descriptions |
---|---|
ID | buckler4 |
Icon | Art/2DArt/SkillIcons/passives/BucklerNode1.png |
PassiveSkillsHash | 5510 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false |
Block
5% increased Block chance
Block Attr /4
Name | Show Full Descriptions |
---|---|
ID | buckler5 |
Icon | Art/2DArt/SkillIcons/passives/BucklerNode1.png |
PassiveSkillsHash | 55329 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false |
Block
5% increased Block chance
Block Attr /4
Name | Show Full Descriptions |
---|---|
ID | buckler16 |
Icon | Art/2DArt/SkillIcons/passives/BucklerNode1.png |
PassiveSkillsHash | 20210 |
Tags | isKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: false isRoyale: false |
Block
+1% to Block chance
Block Attr /7
Name | Value |
---|---|
Source | Timeless Jewel |
Source | Glorious Vanity |
Code | vaal_small_attack_block |
Icon | Art/2DArt/SkillIcons/passives/VaalDefensive.png |
Name | Block |
Weight | 50 |
Stats |
Block Ref /53

(80–100)% increased Block chance
(100–150)% increased Armour
+(13–17)% to Chaos Resistance

(15–20)% increased Block chance
(60–100)% increased Armour
Accuracy Rating is Doubled

+(40–60) to maximum Life
+(10–15) to Strength
+(60–80) to Stun Threshold
Permanently Intimidate enemies on Block
+(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

(10–15)% increased Block chance
+(13–17)% to Chaos Resistance
(5–10) Life Regeneration per second
Inflict Corrupted Blood for 5 seconds on Block, dealing 50% of
your maximum Life as Physical damage per second
your maximum Life as Physical damage per second

(10–15)% increased Block chance
(60–100)% increased Armour
+(20–30) to Strength
+(100–150) to Stun Threshold

(40–60)% increased Block chance
(150–200)% increased Armour
+(150–200) to Stun Threshold
Recover 4% of maximum Life when you Block

(40–60)% increased Block chance
+(17–23)% to Chaos Resistance
50% increased Life Regeneration rate

+(15–25)% to Fire Resistance
+(15–25)% to Cold Resistance
+(15–25)% to Lightning Resistance
Cannot Block
Modifiers to Maximum Block Chance instead apply to Maximum Resistances
(25–40)% increased Stun Buildup
+(150–200) to Armour
(20–30)% increased Projectile Speed
+(15–25)% to Block chance
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to create an explosion, granting you an Endurance Charge.
Supports Strikes you use yourself. Supported Skills cannot be used until you have Blocked a certain number of Hits, but will be Ancestrally Boosted when used. After use, this Blocked Hit counter will reset. Cannot Support Channelled Skills or Skills which already have a Condition for use.
[DNT-UNUSED] Block CDR
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.

Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Helmet: +1 to Level of all Minion Skills
Gloves: (25–29)% increased Critical Damage Bonus
Boots: 30% increased Movement Speed
Ring: (50–59)% increased Mana Regeneration Rate
Amulet: (19–21)% of Damage taken Recouped as Life
Belt: +(254–304) to Stun Threshold
Quiver: (43–50)% increased Damage with Bow Skills
Barrier Quarterstaff
Physical Damage: 33-55
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 37, 52 Dex, 22 Int
+(10–15)% to Block chance
Guardian Quarterstaff
Physical Damage: 49-82
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 62, 85 Dex, 34 Int
+(10–15)% to Block chance
Aegis Quarterstaff
Physical Damage: 58-97
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 79, 127 Dex, 50 Int
+(10–15)% to Block chance
30% increased Block chance
Apply Debilitate to Enemies 3 Metres in front of you while actively Blocking
10% increased Block chance
12% increased Block chance
1% increased Movement Speed for each time you've Blocked in the past 10 seconds
12% increased Block chance
20% increased Parried Debuff Duration
Ascendancy: Warbringer
Character: Warrior
Player Heavy Stun
Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount). A player's stun bar only empties when they are not taking these actions or Heavily Stunned. While Heavily Stunned players cannot Block, Deflect or Evade.
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.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.
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.
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.
Parry
Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Strike or Projectile, leaving them off balance and inflicting the Parried Debuff.
Skill Gem /146
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
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.
Cause a Corpse to violently explode, damaging surrounding enemies.
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
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.
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Mark a target. The next Critical Hit the target receives Consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
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.
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.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode.
The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Afflict a single enemy with a Debuff that deals Chaos damage over time. If the enemy dies while affected by Contagion, it and all other Chaos damage over time Debuffs spread to nearby enemies and refresh their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to
spread Contagion on hit.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. If the Eye passes over an Elemental ground surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
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.
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.
Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
Create an area of Consecrated Ground around you.
Create a volcano that fires projectiles around it. Channelling the skill causes it to fire more projectiles and deal more damage when it first erupts. Any Slam near the volcano causes it to erupt, firing projectiles.
Augment yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
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.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Fire a burst of Chaos energy at the target.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
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.
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
Fire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Mark a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the Corpse is consumed and you gain a Power Charge.
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
Build Glory by Heavy Stunning 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.
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Conjure a crackling Wellsprite that hovers above you. After a short duration, the Wellsprite launches at an enemy, dealing Lightning damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Wellsprites.
Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
Fire an arrow with your Bow.
Fire a bolt from your crossbow.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Channel to Recharge Energy Shield and allow that Recharge to Overflow. Channelling ends when you take damage or your Energy Shield is fully Overflowed.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
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.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
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 skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
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.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is Consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.
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.
Augment yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
Ready your active Bow or Spear, Empowering your next Barrageable Bow or Projectile Spear Attacks to create Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Skill Gem Quality /1
Grants (0–5)% increased Block chance
Support Gem /6
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Item mods /7
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Steadfast | 1 | Prefix | (15–19)% increased Block chance | shield 1 default 0 |
Unrelenting | 33 | Prefix | (20–24)% increased Block chance | shield 1 default 0 |
Adamant | 65 | Prefix | (25–30)% increased Block chance | shield 1 default 0 |
1 | Corrupted | (10–15)% increased Block chance | shield 1 | |
1 | Corrupted | +3% to maximum Block chance | shield 1 | |
1 | Corrupted | (20–25) Life gained when you Block Life | shield 1 | |
1 | Corrupted | (10–15) Mana gained when you Block Mana | shield 1 |
Monsters mods /5
Heist Area mods /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Rust | 46 | Suffix | Players 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 Rust | 68 | Suffix | Players 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 Rust | 73 | Suffix | Players 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 Rust | 78 | Suffix | Players 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 |
Misc mods /9
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
Protecting | 1 | Jewel | Prefix | (3–7)% increased Block chance | strjewel 1 default 0 |
Protecting | 1 | Jewel | Prefix | (1–3)% increased Block chance | str_radius_jewel 1 default 0 |
1 | Jewel | Unique | +(2–4)% to Block chance | ||
1 | Jewel | Unique | Minions Recover 2% of their maximum Life when they Block Life Minion | ||
of Ulaman | 65 | Abyss | Suffix | +(1–2)% to maximum Block chance ulaman | |
of Ulaman | 65 | Abyss | Suffix | You take (8–15)% of damage from Blocked Hits while Active Blocking (30–40)% of Physical Damage taken as Lightning while Active Blocking ulaman Physical Elemental Lightning | |
of Kurgal | 65 | Abyss | Suffix | (6–12) Mana gained when you Block kurgal Mana | |
of Kurgal | 65 | Abyss | Suffix | (40–50)% increased Energy Shield Recharge Rate if you've Blocked Recently kurgal Defences | |
of Amanamu | 65 | Abyss | Suffix | +(12–16)% to Block chance amanamu |
Item /4
Stone Flail
Physical Damage: 23-38
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 33, 47 Str, 20 Int
Unblockable
Aegis Quarterstaff
Physical Damage: 58-97
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 79, 127 Dex, 50 Int
+(10–15)% to Block chance
Guardian Quarterstaff
Physical Damage: 49-82
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 62, 85 Dex, 34 Int
+(10–15)% to Block chance
Barrier Quarterstaff
Physical Damage: 33-55
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 37, 52 Dex, 22 Int
+(10–15)% to Block chance
Unique /18

(80–100)% increased Block chance
(100–150)% increased Armour
+(13–17)% to Chaos Resistance

(15–20)% increased Block chance
(60–100)% increased Armour
Accuracy Rating is Doubled

+(40–60) to maximum Life
+(10–15) to Strength
+(60–80) to Stun Threshold
Permanently Intimidate enemies on Block
+(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

(10–15)% increased Block chance
+(13–17)% to Chaos Resistance
(5–10) Life Regeneration per second
Inflict Corrupted Blood for 5 seconds on Block, dealing 50% of
your maximum Life as Physical damage per second
your maximum Life as Physical damage per second

(100–150)% increased Armour
+(30–40)% to Fire Resistance
+(23–29)% to Chaos Resistance
+(150–200) to Stun Threshold

(10–15)% increased Block chance
(60–100)% increased Armour
+(20–30) to Strength
+(100–150) to Stun Threshold

(40–60)% increased Block chance
(150–200)% increased Armour
+(150–200) to Stun Threshold
Recover 4% of maximum Life when you Block

(40–60)% increased Block chance
+(17–23)% to Chaos Resistance
50% increased Life Regeneration rate

+(15–25)% to Fire Resistance
+(15–25)% to Cold Resistance
+(15–25)% to Lightning Resistance
Cannot Block
Modifiers to Maximum Block Chance instead apply to Maximum Resistances
(25–40)% increased Stun Buildup
+(150–200) to Armour
(20–30)% increased Projectile Speed
+(15–25)% to Block chance
Passive /18
30% increased Block chance
Apply Debilitate to Enemies 3 Metres in front of you while actively Blocking
25% increased Energy Shield Recharge Rate
Gain 20 Energy Shield when you Block
10% increased Block chance
12% increased Block chance
1% increased Movement Speed for each time you've Blocked in the past 10 seconds
12% increased Block chance
20% increased Parried Debuff Duration
Ascendancy Passive /2
Ascendancy: Warbringer
Character: Warrior
Timeless Jewel Passive /4



Sensible Precautions
Kalguuran Notable
6% increased Block chance
40% increased Life Recovery from Flasks
Timeless Jewel Passive Additions /1
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | +1% to Block chance | vaal_small_attack_block |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.