Block
5% increased Block chance
Block Attr /4
NameShow Full Descriptions
IDbuckler2_
IconArt/2DArt/SkillIcons/passives/BucklerNode1.png
PassiveSkillsHash26103
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Block
5% increased Block chance
Block Attr /4
NameShow Full Descriptions
IDbuckler3
IconArt/2DArt/SkillIcons/passives/BucklerNode1.png
PassiveSkillsHash20582
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Block
5% increased Block chance
Block Attr /4
NameShow Full Descriptions
IDbuckler4
IconArt/2DArt/SkillIcons/passives/BucklerNode1.png
PassiveSkillsHash5510
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Block
5% increased Block chance
Block Attr /4
NameShow Full Descriptions
IDbuckler5
IconArt/2DArt/SkillIcons/passives/BucklerNode1.png
PassiveSkillsHash55329
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Block
5% increased Block chance
Block Attr /4
NameShow Full Descriptions
IDbuckler16
IconArt/2DArt/SkillIcons/passives/BucklerNode1.png
PassiveSkillsHash20210
TagsisKeystone: 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
NameValue
SourceTimeless Jewel
SourceGlorious Vanity
Codevaal_small_attack_block
IconArt/2DArt/SkillIcons/passives/VaalDefensive.png
NameBlock
Weight50
Stats
  • additional_block_% Min: 0 Max: 0
  • Block Ref /53
    Block
    Blocking completely prevents the damage of an incoming Hit.

    You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen.

    Some skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the skill.
    Grants Skill: Raise Shield
    (80–100)% increased Block chance
    (100–150)% increased Armour
    +(13–17)% to Chaos Resistance
    You take (25–40)% of damage from Blocked Hits
    Enemies are Culled on Block
    Grants Skill: Raise Shield
    (15–20)% increased Block chance
    (60–100)% increased Armour
    Accuracy Rating is Doubled
    Blocking Damage Poisons the Enemy as though dealing 200 Base Chaos Damage
    Grants Skill: Raise Shield
    (20–25)% increased Block chance
    (60–80)% increased Armour and Evasion
    +(60–80) to Stun Threshold
    Allies in your Presence have Block Chance equal to yours
    Grants Skill: Raise Shield
    +(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
    +(50–70) to Armour
    +(50–70) to Stun Threshold
    -10 Physical damage taken from Projectile Attacks
    +10% to Block chance
    Grants Skill: Raise Shield
    Grants Skill: Level 14 Cast on Block
    (150–200)% increased Armour
    Chance to Block Damage is Lucky
    You take (15–20)% of damage from Blocked Hits
    Grants Skill: Parry
    (20–30)% increased Block chance
    +(20–30) to Evasion Rating
    You take 50% of damage from Blocked Hits
    Grants Skill: Parry
    (50–150)% increased Evasion Rating
    +(10–20) to Dexterity
    5 Life Regeneration per second
    100% increased Block chance against Projectiles
    Curse Enemies with Enfeeble on Block
    Grants Skill: Parry
    (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
    Grants Skill: Raise Shield
    (10–15)% increased Block chance
    (60–100)% increased Armour
    +(20–30) to Strength
    +(100–150) to Stun Threshold
    Enemies in your Presence count as having double Power
    Grants Skill: Raise Shield
    (40–60)% increased Block chance
    (150–200)% increased Armour
    +(150–200) to Stun Threshold
    Recover 4% of maximum Life when you Block
    Grants Skill: Raise Shield
    (10–15)% increased Block chance
    (30–50)% increased Armour and Energy Shield
    +(50–70) to maximum Mana
    Damage Blocked is Recouped as Mana
    Grants Skill: Raise Shield
    (40–60)% increased Block chance
    (80–120)% increased Armour and Energy Shield
    +(17–23)% to Chaos Resistance
    50% increased Life Regeneration rate
    Grants Skill: Raise Shield
    +(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
    +(10–15) to Intelligence
    +(50–100) to maximum Mana
    (15–25)% increased Cast Speed
    +(15–25)% to Block Chance while holding a Focus
    (25–40)% increased Stun Buildup
    Adds (7–11) to (14–20) Physical Damage to Attacks
    +(150–200) to Armour
    (20–30)% increased Projectile Speed
    +(15–25)% to Block chance
    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.
    While active, gains Energy when you Block and triggers socketed Spells on reaching maximum Energy.
    While active, gains Energy when you Block and triggers socketed Curses on reaching maximum Energy.
    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.
    Essence of Hysteria
    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
    Body Armour: (64–97) to (97–145) Physical Thorns damage
    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
    Shield: (20–24)% increased Block chance
    Quiver: (43–50)% increased Damage with Bow Skills
    Focus: (41–45)% increased Energy Shield Recharge Rate
    Ox Talisman
    Stack Size: 1 / 10
    Shields: 10% increased Block chance
    Sceptres: Allies in your Presence have +8% to all Elemental Resistances
    Place into an empty Rune Socket in a Shield or a Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    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
    You take 5% of damage from Blocked Hits
    1% increased Damage per 1% Chance to Block
    30% increased Block chance
    25% reduced Global Defences
    12% increased Block chance
    10 Life gained when you Block
    +2% to maximum Block chance
    12% increased Block chance
    5 Mana gained when you Block
    100% chance to Daze Enemies whose Hits you Block while Actively Blocking
    Apply Debilitate to Enemies 3 Metres in front of you while actively Blocking
    10% increased Block chance
    15% reduced Slowing Potency of Debuffs on You
    Recover 20 Life when you Block
    +2% to maximum Block chance
    80% less Knockback Distance for Blocked Hits
    25% increased Chance to Block if you've Blocked with Active Block Recently
    50% increased Defences from Equipped Shield
    12% increased Block chance
    Your Heavy Stun buildup empties 50% faster
    12% increased Block chance
    1% increased Movement Speed for each time you've Blocked in the past 10 seconds
    12% increased Block chance
    40% increased Block Recovery
    12% increased Block chance
    20% increased Parried Debuff Duration
    30% increased Block chance while Surrounded
    10% increased Deflection Rating while Surrounded
    40% increased Ailment and Stun Threshold while Surrounded
    Ascendancy: Warbringer
    Character: Warrior
    Gain 35% Base Chance to Block from Equipped Shield instead of the Shield's value
    Ascendancy: Warbringer
    Character: Warrior
    You take 20% of damage from Blocked Hits
    Maximum Block chance is 75%
    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.
    Chance to Block
    Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield) does not affect your Chance to Block.
    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
    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.
    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.
    Block
    Blocking completely prevents the damage of an incoming Hit.

    You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen.

    Some skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the skill.
    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 to create a volatile core that seeks out enemies and Ignites enemies near it. The core explodes at the end of its duration.
    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.
    Curse all enemies in an area, Slowing them and making other effects on them expire more slowly.
    Curse all targets in an area after a short delay, making them deal less damage.
    Mark a target. The next Critical Hit the target receives Consumes the Mark to deal extra damage and grant you a Frenzy Charge.
    Curse all targets in an area after a short delay, lowering their Chaos Resistance.
    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.
    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. The target is destroyed, and the explosion deals Physical Damage to surrounding enemies and inflicts Impale.
    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.
    Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
    An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
    Curse all targets in an area after a short delay, lowering their Fire Resistance.
    Curse all targets in an area after a short delay, lowering their Cold Resistance.
    Curse all targets in an area after a short delay, lowering their Lightning Resistance.
    Curse all targets in an area after a short delay, lowering their Elemental Resistances.
    Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground.
    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.
    Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
    Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
    Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
    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.
    Channel a debilitating hex that Withers enemies in the area.
    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.
    Sacrifice the life of a Minion to deal Chaos damage in an area around it. If you have no Minions, your own life is sacrificed instead.
    Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.
    Fire a Piercing Projectile that seeks out enemies. Enemies hit are inflicted with a Debuff that Hinders them and deals Chaos damage over time for a short duration.
    Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
    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.
    Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
    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.
    Detonate a Curse on every enemy in an area, causing explosions of Chaos damage but removing the Curse. Can only detonate Curses for which at least half of the duration has expired.
    Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies Hit by the tendrils take Physical damage and are inflicted with Bleeding.
    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.
    Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
    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.
    Deploy a Ballista Totem that rains down a salvo of Pinning, Maiming bolts.
    Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
    [DNT] Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
    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.
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    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 unleashes a Blinding, Stunning explosion when its fuse expires.
    Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
    Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
    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.
    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.
    Fire a burst of Chaos energy at the target.
    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.
    Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
    Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
    Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
    Fire a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
    Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
    Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
    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 a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
    Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.
    Launch a large ball of Fire which explodes on impact. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.
    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.
    Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
    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.
    Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    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.
    Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions. The bone spike is itself a Minion. If it dies, the effect ends immediately.
    Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
    Leech Mana from an enemy over a prolonged period, as well as briefly Hindering them.
    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 Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
    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.
    Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    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 Frozen. When the Marked target dies, a Cold explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
    Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
    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.
    Sacrifice the Corpse of a Rare Monster to grant you its Modifiers for a duration.
    Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
    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.
    Call down a Shocking bolt of Lightning to strike enemies in a small area.
    Curse all targets in an area after a short delay, causing a portion of Damage they take from Hits to be tracked by the Curse debuff. When the debuff's duration expires, they take that tracked damage again, all at once.
    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.
    Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a Reviving Companion.
    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.
    Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
    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.
    Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
    Consume Corpses near you to recover Life and Mana over a short time per Corpse Consumed.
    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.
    [DNT] Conjure Abyssal magic to bind a Rare Undead for a duration, Hindering them. If you defeat the Undead while it is bound, it will be a captured and stored into a Soul Crystal. The Soul Crystal will allow a wielder of great Abyssal power to summon the bound Undead as a Reviving Companion.
    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.
    Supports Skills which create Remnants, making those Remnants more powerful.
    Supports Skills which create Remnants, making those Remnants more powerful, but delaying their effect.
    Supports Skills which create Remnants, making those Remnants more powerful, but delaying their effect.
    Supports Melee Attack Skills you use yourself or that you Trigger. 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 Offering Skills, causing Spells that affect an area around you or a target location to also affect the area around Supported Offerings.
    Item mods /7
    NameLevelPre/SufDescriptionWeight
    Steadfast1Prefix(15–19)% increased Block chanceshield 1
    default 0
    Unrelenting33Prefix(20–24)% increased Block chanceshield 1
    default 0
    Adamant65Prefix(25–30)% increased Block chanceshield 1
    default 0
    1Corrupted(10–15)% increased Block chanceshield 1
    1Corrupted+3% to maximum Block chanceshield 1
    1Corrupted(20–25) Life gained when you Block Lifeshield 1
    1Corrupted(10–15) Mana gained when you Block Manashield 1
    Monsters mods /5
    NameLevelPre/SufDescriptionWeight
    1UniqueCannot Block
    1UniqueBlocks Projectiles while charging
    1Unique+20% to Block chance
    1UniqueYou take 10% of damage from Blocked Hits
    1UniqueYou take 15% of damage from Blocked Hits
    Heist Area mods /4
    NameLevelPre/SufDescriptionWeight
    of Rust46SuffixPlayers have 15% less Armour
    Players have 10% reduced Chance to Block
    heist contract alert level +% final [-5]
    heist contract lockdown timer +% [5]
    heist monster spawner alive limit +% [5]
    map item drop quantity +% [13]
    map item drop rarity +% [8]
    Defences
    of Rust68SuffixPlayers have 20% less Armour
    Players have 20% reduced Chance to Block
    heist contract alert level +% final [-5]
    heist contract lockdown timer +% [5]
    heist monster spawner alive limit +% [5]
    map item drop quantity +% [13]
    map item drop rarity +% [8]
    Defences
    of Rust73SuffixPlayers have 25% less Armour
    Players have 30% reduced Chance to Block
    heist contract alert level +% final [-5]
    heist contract lockdown timer +% [5]
    heist monster spawner alive limit +% [5]
    map item drop quantity +% [13]
    map item drop rarity +% [8]
    Defences
    of Rust78SuffixPlayers have 30% less Armour
    Players have 40% reduced Chance to Block
    heist contract alert level +% final [-5]
    heist contract lockdown timer +% [5]
    heist monster spawner alive limit +% [5]
    map item drop quantity +% [13]
    map item drop rarity +% [8]
    Defences
    Misc mods /9
    NameLevelDomainPre/SufDescriptionWeight
    Protecting1JewelPrefix(3–7)% increased Block chancestrjewel 1
    default 0
    Protecting1JewelPrefix(1–3)% increased Block chancestr_radius_jewel 1
    default 0
    1JewelUnique+(2–4)% to Block chance
    1JewelUniqueMinions Recover 2% of their maximum Life when they Block Life Minion
    of Ulaman65AbyssSuffix+(1–2)% to maximum Block chance ulaman
    of Ulaman65AbyssSuffixYou 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 Kurgal65AbyssSuffix(6–12) Mana gained when you Block kurgal Mana
    of Kurgal65AbyssSuffix(40–50)% increased Energy Shield Recharge Rate if you've Blocked Recently kurgal Defences
    of Amanamu65AbyssSuffix+(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
    Grants Skill: Raise Shield
    (80–100)% increased Block chance
    (100–150)% increased Armour
    +(13–17)% to Chaos Resistance
    You take (25–40)% of damage from Blocked Hits
    Enemies are Culled on Block
    Grants Skill: Raise Shield
    (15–20)% increased Block chance
    (60–100)% increased Armour
    Accuracy Rating is Doubled
    Blocking Damage Poisons the Enemy as though dealing 200 Base Chaos Damage
    Grants Skill: Raise Shield
    (20–25)% increased Block chance
    (60–80)% increased Armour and Evasion
    +(60–80) to Stun Threshold
    Allies in your Presence have Block Chance equal to yours
    Grants Skill: Raise Shield
    +(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
    +(50–70) to Armour
    +(50–70) to Stun Threshold
    -10 Physical damage taken from Projectile Attacks
    +10% to Block chance
    Grants Skill: Raise Shield
    Grants Skill: Level 14 Cast on Block
    (150–200)% increased Armour
    Chance to Block Damage is Lucky
    You take (15–20)% of damage from Blocked Hits
    Grants Skill: Parry
    (20–30)% increased Block chance
    +(20–30) to Evasion Rating
    You take 50% of damage from Blocked Hits
    Grants Skill: Parry
    (50–150)% increased Evasion Rating
    +(10–20) to Dexterity
    5 Life Regeneration per second
    100% increased Block chance against Projectiles
    Curse Enemies with Enfeeble on Block
    Grants Skill: Parry
    (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
    Grants Skill: Raise Shield
    (100–150)% increased Armour
    +(30–40)% to Fire Resistance
    +(23–29)% to Chaos Resistance
    +(150–200) to Stun Threshold
    Gain 1% of damage as Fire damage per 1% Chance to Block
    Grants Skill: Raise Shield
    (10–15)% increased Block chance
    (60–100)% increased Armour
    +(20–30) to Strength
    +(100–150) to Stun Threshold
    Enemies in your Presence count as having double Power
    Grants Skill: Raise Shield
    (40–60)% increased Block chance
    (150–200)% increased Armour
    +(150–200) to Stun Threshold
    Recover 4% of maximum Life when you Block
    Grants Skill: Raise Shield
    (10–15)% increased Block chance
    (30–50)% increased Armour and Energy Shield
    +(50–70) to maximum Mana
    Damage Blocked is Recouped as Mana
    Grants Skill: Raise Shield
    (40–60)% increased Block chance
    (80–120)% increased Armour and Energy Shield
    +(17–23)% to Chaos Resistance
    50% increased Life Regeneration rate
    Grants Skill: Raise Shield
    +(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
    +(10–15) to Intelligence
    +(50–100) to maximum Mana
    (15–25)% increased Cast Speed
    +(15–25)% to Block Chance while holding a Focus
    (25–40)% increased Stun Buildup
    Adds (7–11) to (14–20) Physical Damage to Attacks
    +(150–200) to Armour
    (20–30)% increased Projectile Speed
    +(15–25)% to Block chance
    Passive /18
    30% increased Block chance
    You take 5% of damage from Blocked Hits
    1% increased Damage per 1% Chance to Block
    30% increased Block chance
    25% reduced Global Defences
    12% increased Block chance
    10 Life gained when you Block
    +2% to maximum Block chance
    12% increased Block chance
    5 Mana gained when you Block
    100% chance to Daze Enemies whose Hits you Block while Actively Blocking
    Apply Debilitate to Enemies 3 Metres in front of you while actively Blocking
    10% increased Block chance
    15% reduced Slowing Potency of Debuffs on You
    Recover 20 Life when you Block
    +2% to maximum Block chance
    80% less Knockback Distance for Blocked Hits
    25% increased Chance to Block if you've Blocked with Active Block Recently
    50% increased Defences from Equipped Shield
    12% increased Block chance
    Your Heavy Stun buildup empties 50% faster
    12% increased Block chance
    1% increased Movement Speed for each time you've Blocked in the past 10 seconds
    12% increased Block chance
    40% increased Block Recovery
    12% increased Block chance
    20% increased Parried Debuff Duration
    30% increased Block chance while Surrounded
    10% increased Deflection Rating while Surrounded
    40% increased Ailment and Stun Threshold while Surrounded
    Ascendancy Passive /2
    Ascendancy: Warbringer
    Character: Warrior
    Gain 35% Base Chance to Block from Equipped Shield instead of the Shield's value
    Ascendancy: Warbringer
    Character: Warrior
    You take 20% of damage from Blocked Hits
    Maximum Block chance is 75%
    Timeless Jewel Passive /4
    Block
    Vaal Passive
    +1% to Block chance
    Blood-Quenched Bulwark
    Vaal Notable
    (6–10) Life gained when you Block
    +5% to Block chance
    City Walls
    Eternal Notable
    +8% to Block chance
    Sensible Precautions
    Kalguuran Notable
    6% increased Block chance
    40% increased Life Recovery from Flasks
    Timeless Jewel Passive Additions /1
    FactionCategoryShow Full DescriptionsCode
    VaalNotable
    +1% to Block chancevaal_small_attack_block
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