CriticalDamageBonus Ref /74
Critical Damage Bonus
Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
Bow Attacks fire an additional Arrow
+(20–25)% to Critical Damage Bonus
Bow Attacks fire 3 additional Arrows
Gain (20–30) Life per Enemy Killed
Gain (12–18) Mana per Enemy Killed
+(15–25) to Evasion Rating
(10–15)% increased Critical Damage Bonus
(60–80)% increased Evasion Rating
(20–30)% increased Critical Hit Chance
5% increased Attack Speed
+(10–20) to Dexterity
Your Critical Damage Bonus is 250%
+(30–50) to maximum Life
(20–30)% increased Critical Damage Bonus
Life Flasks do not recover Life
On-Kill Effects happen twice
(60–100)% increased Armour
(20–30)% increased Critical Damage Bonus
Critical Hits inflict Impale
Critical Hits cannot Extract Impale
+(20–30)% to Critical Damage Bonus
+(20–30) to maximum Mana
(30–50)% increased Critical Spell Damage Bonus
+(13–17)% to Chaos Resistance
10% increased Mana Cost of Skills
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Mark a target. The next Critical Hit the target receives Consumes the Mark to deal extra damage and grant you a Frenzy Charge.
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.
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.
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.
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
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.
Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze or Hitting a Heavy Stunned enemy enhances the explosion.
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.
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.
Supports any Skill which creates Projectiles, causing those Projectiles to Chain when impacting terrain, at the cost of any additional Projectiles, as well as causing them to always Pierce.
Supports Melee Attack Skills. Supported Skills deal more Melee Damage for each Elemental Ailment on Enemies they hit, but cannot themselves inflict Elemental Ailments.
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will cause damaging explosions. Copies created this way have 1 Life.

Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Body Armour: Hits against you have (40–50)% reduced Critical Damage Bonus

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
Soul Core of Ticaba
Stack Size: 1 / 10
Place into an empty Rune Socket in a Weapon, a Body Armour or a Shield to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Wolf Talisman
Stack Size: 1 / 10
Place into an empty Rune Socket in Gloves or a Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Warpick
Physical Damage: 18-24
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 22, 41 Str
+(5–10)% to Critical Damage Bonus
Battle Pick
Physical Damage: 35-47
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 51, 91 Str
+(5–10)% to Critical Damage Bonus
Thane Mail
Armour: 245
Evasion Rating: 223
Base Movement Speed: -0.04
Requires: Level 80, 67 Str, 67 Dex
Hits against you have (15–25)% reduced Critical Damage Bonus
Strife Pick
Physical Damage: 49-66
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 78, 163 Str
+(5–10)% to Critical Damage Bonus
+25 to Dexterity
20% increased Critical Damage Bonus
15% increased Critical Hit Chance
100% increased Critical Damage Bonus against Enemies that are on Full Life
25% increased Critical Damage Bonus
Hits against you have 25% reduced Critical Damage Bonus
+25% to Critical Damage Bonus against Stunned Enemies
+1 to Maximum Power Charges
15% increased Critical Spell Damage Bonus
Projectiles deal 25% increased Damage with Hits against Enemies within 2m
Hits against you have 20% reduced Critical Damage Bonus
Hits against you have 30% reduced Critical Damage Bonus
15% reduced Duration of Ailments on You
+10 to Strength
Ascendancy: Smith of Kitava
Character: Warrior
Ascendancy: Infernalist
Character: Witch
Become Ignited when you deal a Critical Hit, taking 15% of your maximum Life and Energy Shield as Fire Damage per second
50% more Critical Damage Bonus
Ascendancy: Gemling Legionnaire
Character: Mercenary
For each colour of Socketed Support Gem that is most numerous, gain:
•Red: Hits against you have no Critical Damage Bonus
•Blue: Skills have 30% less cost
•Green: 40% less Movement Speed Penalty from using Skills while Moving
•Red: Hits against you have no Critical Damage Bonus
•Blue: Skills have 30% less cost
•Green: 40% less Movement Speed Penalty from using Skills while Moving
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.