Critical Ref /193
Critical Hits
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.

Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.

Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
50% reduced Evasion Rating
+(40—60) to maximum Life
(3—5) Life Regeneration per second
Gain 5 Rage when Hit by an Enemy
Gain 10 Rage when Critically Hit by an Enemy
+(0—40) to Armour
+(0—30) to Evasion Rating
+(0—20) to maximum Energy Shield
+(0—60) to Accuracy Rating
+(0—30) to maximum Life
+(0—20) to maximum Mana
(0—20)% increased Rarity of Items found
(0—30)% increased Critical Hit Chance
+(0—10) to Strength
+(0—10) to Dexterity
+(0—10) to Intelligence
+(0—10)% to Fire Resistance
+(0—10)% to Cold Resistance
+(0—10)% to Lightning Resistance
(0—6) Life Regeneration per second
(80—100)% increased Armour
(30—50)% increased Critical Hit Chance
+(20—30) to Intelligence
Leech from Critical Hits is instant
Adds (8—12) to (16—20) Physical Damage
Adds (8—12) to (16—20) Cold Damage
+5% to Critical Hit Chance
All Damage from Hits with this Weapon Contributes to Freeze Buildup
Culling Strike against Frozen Enemies
Adds (16—20) to (23—27) Physical Damage
+15% to Critical Hit Chance
10% reduced Attack Speed
+10 to Strength
(150—200)% increased Armour and Energy Shield
25% reduced maximum Mana
+(13—17)% to Chaos Resistance
25% chance to gain a Power Charge on Critical Hit
Grants Skill: Level 5 Volatile Dead
(80—100)% increased Spell Damage
(30—50)% increased Critical Hit Chance for Spells
Gain (10—15) Mana per enemy killed
25% chance to not destroy Corpses when Consuming Corpses
+(20—30) to maximum Energy Shield
(15—30)% increased Skill Speed
(20—30)% increased Critical Hit Chance
(30—50)% increased Damage
+(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
+(10—15) to Spirit
+(60—100) to maximum Mana
+30 to Spirit
30% increased Light Radius
(20—30)% increased Mana Regeneration Rate
+(30—50) to maximum Life
+(30—50) to maximum Mana
(100—200)% increased Critical Hit Chance
+(60—100) to Stun Threshold
Your Critical Hits do not deal extra Damage
(10—20)% increased Movement Speed
+(40—60) to maximum Life
+(60—80) to Stun Threshold
+25% to Thorns Critical Hit Chance
(10—15) to (20—25) Physical Thorns damage
Grants Skill: Level 13 Lightning Bolt
+(10—15) to Dexterity
+(50—100)% to Lightning Resistance
Trigger Lightning Bolt Skill on Critical Hit
(200—300)% increased Armour and Evasion
+(200—400) to Accuracy Rating
(30—50)% increased Critical Hit Chance
Skills have a (100—150)% longer Perfect Timing window
+(20—30) to maximum Energy Shield
(40—50)% increased Spell Damage
+(7—13)% to Chaos Resistance
Critical Hits with Spells apply (1—3) Stack of Critical Weakness
+(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%
(60—80)% increased Evasion Rating
(20—30)% increased Critical Hit Chance
5% increased Attack Speed
+(10—20) to Dexterity
Your Critical Hit Chance cannot be Rerolled
(60—100)% increased Energy Shield
(30—50)% increased Critical Hit Chance
+(10—20) to Intelligence
+(20—30)% to Cold Resistance
150% increased Mana Regeneration Rate if you've dealt a Critical Hit Recently
Cannot Regenerate Mana if you haven't dealt a Critical Hit Recently
(60—100)% increased Armour
(20—30)% increased Critical Damage Bonus
Critical Hits cannot Extract Impale
(20—31) to (31—49) Physical Thorns damage
(100—200)% increased Evasion Rating
(15—25)% increased Critical Hit Chance
+(30—40) to Dexterity
150% increased Global Evasion Rating when on Low Life
15% of Damage from Hits is taken from your Damageable Companion's Life before you
Has no Attribute Requirements
(100—150)% increased Evasion and Energy Shield
(20—30)% increased Critical Hit Chance
+(13—17)% to Chaos Resistance
Skill Gems have no Attribute Requirements
(50—80)% increased Energy Shield
(10—15)% increased Rarity of Items found
(20—30)% increased Critical Hit Chance
+(10—20)% to Lightning Resistance
+(50—100) to Accuracy Rating
(150—200)% increased Armour and Evasion
(15—25)% increased Critical Hit Chance
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 (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
+(20—30) to maximum Mana
(30—50)% increased Critical Hit Chance for Spells
(30—50)% increased Critical Spell Damage Bonus
+(13—17)% to Chaos Resistance
10% increased Mana Cost of Skills
+(60—100) to Evasion Rating
+(30—50) to maximum Energy Shield
Gain (25—35) Mana per enemy killed
Inflict Cold Exposure on Igniting an Enemy
Inflict Fire Exposure on Shocking an Enemy
Inflict Lightning Exposure on Critical Hit
Crushes Enemies on Hit
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
Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
(100—150)% increased Physical Damage
+(10—15) to all Attributes
Gain 30 Life per enemy killed
This Weapon's Critical Hit Chance is 100%
Critical Hits do not deal extra Damage
(700—800)% increased Armour
+(200—300) to Stun Threshold
Take no Extra Damage from Critical Hits
(600—800)% increased Armour and Evasion
+(200—300) to Accuracy Rating
100% increased Critical Hit Chance
(30—60) Life Regeneration per second
Can't use Body Armour
You can wield Two-Handed Axes, Maces and Swords in one hand
This item gains bonuses from Socketed Items as though it was a Body Armour
Has 4 Augment Sockets (Hidden)
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
+(7—10)% to all Elemental Resistances
(20—30)% increased Critical Hit Chance
(20—30)% increased Light Radius
(20—30)% increased Rarity of Items Dropped by Enemies killed with a Critical Hit
You have Consecrated Ground around you while stationary
(100—150)% increased Evasion and Energy Shield
(30—40)% increased Critical Hit Chance
+(10—20) to Dexterity
+(10—20) to Intelligence
+(20—25) to Evasion Rating
+(10—15) to maximum Energy Shield
(20—40)% increased Critical Hit Chance for Spells
+(10—20) to Strength
+(10—20) to Intelligence
Adds (40—48) to (65—72) Physical Damage
+(4—6)% to Critical Hit Chance
Leeches (5—8)% of Physical Damage as Life
Leeches (4—7)% of Physical Damage as Mana
Arrows Fork
Arrows Pierce all targets after Forking
Grants Skill: Level 6 Gemini Surge
Loads an additional bolt
Adds (14—21) to (25—37) Physical Damage
+5% to Critical Hit Chance
(15—25)% increased Reload Speed
When you reload, triggers Gemini Surge to alternately
gain (2—6) Cold Surges or (2—6) Fire Surges
trigger reload infusion on reload [1]
(60—100)% increased Energy Shield
+(60—100) to maximum Life
Non-Channelling Spells cost an additional 6% of your maximum Life
Non-Channelling Spells have 3% increased Critical Hit Chance per 100 maximum Life
Non-Channelling Spells deal 6% increased Damage per 100 maximum Life
Grants Skill: Spear Throw
Adds (14—18) to (30—36) Physical Damage
+(5—8)% to Critical Hit Chance
+(15—25) to Intelligence
10% of Skill Mana Costs Converted to Life Costs
(70—100)% increased Evasion Rating
(10—20)% increased Rarity of Items found
+(15—25)% to Lightning Resistance
Gain Tailwind on Critical Hit, no more than once per second
Lose all Tailwind when Hit
Grants Skill: Level 15 Crackling Palm
(1—111)% increased Evasion and Energy Shield
(1—11)% increased Attack Speed
+(1—33)% to Lightning Resistance
Adds 1 to (77—111) Lightning Damage to Unarmed Melee Hits
+(0.1—1.1)% to Unarmed Melee Attack Critical Hit Chance
use thunderfist art variation [1]
100% chance to Pierce an Enemy
+(60—90) to maximum Life
(8—12)% increased Attack Speed
Gain Deflection Rating equal to (24—32)% of Evasion Rating
Attack Projectiles Return if they Pierced at least (2—4) times
Projectiles have (42—64)% increased Critical Hit chance for each time they have Pierced
Projectiles deal (42—64)% increased Damage with Hits for each time they have Pierced
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 Activates the Mark, Consuming it to deal extra damage and grant you a Frenzy Charge.
Fire a hail of arrows into the air, causing them to rain from above. Consumes a Frenzy Charge to fire more arrows.
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time, but also reduce your Critical Damage Bonus.
Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
Leap backward and crack the ground with your staff to call forth an Ice Crystal which can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
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.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to Strike enemies with his greatsword whenever you use a damaging Skill, and casts devastating Fire Spells when Commanded to do so.
Harness Kelari's power to passively Consume Corpses in your Presence, causing Corpse Beetle Minions to burst forth. The Beetles passively follow you until Commanded. On your Command, they rush the target and explode.
Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
Instantly reload all your Crossbow Ammunition clips and Empower each clip's Ammunition to deal more damage for a duration.
Supports Nova Skills, causing those Skills to take place at the targeted location when used instead of around you.
Supports Skills that you use yourself. Supported Skills will consume a Power Charge on use if possible, and will be much more likely to Critically Hit if they do. Supported Skills cannot generate Power Charges.
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 Melee Attack Skills you use yourself. Insufficient Mana doesn't prevent Supported Skills from being used while Surrounded.
Supports Skills you use yourself or Trigger, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
Supports Melee Attack Skills. Supported Skills build up Heavy Stun more quickly, but cannot themselves Heavy Stun.
Supports Melee Attack Skills. Supported Skills build up Stun more quickly, but cannot themselves Stun.
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills have a maximum Critical Hit chance, but will Bifurcate Critical Hit Chance. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, you Trigger Volcanic Steps while travelling, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
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.
While active, a portion of the Physical Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny Ground that deals Spell damage to moving enemies.
Supports Skills which generate Charges. When generating Power Charge with Supported Skills, Empower some of your Attacks to Trigger Spark Projectiles on use.
Supports Skills which generate Charges. When generating Power Charge with Supported Skills, Empower some of your Attacks to Trigger Spark Projectiles on use.
Lesser Essence of Seeking
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
Martial Weapon: +(1.51—2.1)% to Critical Hit Chance
Focus or Wand: (34—39)% increased Critical Hit Chance for Spells
Staff: (50—59)% increased Critical Hit Chance for Spells
Essence of Seeking
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
Martial Weapon: +(2.11—2.7)% to Critical Hit Chance
Focus or Wand: (40—46)% increased Critical Hit Chance for Spells
Staff: (60—69)% increased Critical Hit Chance for Spells
Greater Essence of Seeking
Stack Size: 1 / 10
Upgrades a Magic item to a Rare item, adding a guaranteed modifier
Martial Weapon: +(3.11—3.8)% to Critical Hit Chance
Focus or Wand: (47—53)% increased Critical Hit Chance for Spells
Staff: (70—79)% increased Critical Hit Chance for Spells
Vision Rune
Stack Size: 1 / 10
Requires: Level 15
Martial Weapon: +80 to Accuracy Rating
Wand or Staff: 20% increased Critical Hit Chance for Spells
Armour: 10% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Vision Rune
Stack Size: 1 / 10
Martial Weapon: +50 to Accuracy Rating
Wand or Staff: 16% increased Critical Hit Chance for Spells
Armour: 8% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Vision Rune
Stack Size: 1 / 10
Requires: Level 30
Martial Weapon: +110 to Accuracy Rating
Wand or Staff: 24% increased Critical Hit Chance for Spells
Armour: 12% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +10 to maximum Life, +10 to maximum Mana
Cat Idol
Stack Size: 1 / 10
Gloves: 15% increased Accuracy Rating
Sceptres: Allies in your Presence have 14% increased Critical Hit Chance
Gloves: 20% increased Charm Charges gained
Sceptres: 25% increased Critical Hit Chance while Shapeshifted
Stag Idol
Stack Size: 1 / 10
Helmets: 50% increased Thorns Critical Hit Chance
Sceptres: Allies in your Presence deal 1 to 40 added Attack Lightning Damage
Helmets: Thorns Damage has 40% chance to ignore Enemy Armour
Sceptres: 40% increased Attack Damage while Shapeshifted
Ulaman's Gaze
Limited to: 1 Ancient Augment
Requires: Level 60
Helmets: +1 to Accuracy Rating per 1 Item Evasion Rating on Equipped Helmet
Gloves: Critical Hit chance is Lucky against Parried enemies
Body Armours: Prevent +3% of Damage from Deflected Hits
Crumbling Maul
Physical Damage: 62-75
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.3
Requires: Level 38, 68 Str
Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
Mail Breaker
Physical Damage: 19-44
Critical Hit Chance: 15%
Attacks per Second: 1.5
Weapon Range: 1
Requires: Level 45, 45 Dex, 45 Int
Breaks (400—500) Armour on Critical Hit
Visceral Quiver
Requires: Level 65
(20—30)% increased Critical Hit Chance for Attacks
Disintegrating Maul
Physical Damage: 92-112
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.3
Requires: Level 62, 109 Str
Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
Ruination Maul
Physical Damage: 104-127
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.3
Requires: Level 79, 163 Str
Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
5% increased Attack Speed with Daggers
15% increased Critical Hit Chance with Daggers
Critical Hits with Daggers have a 25% chance to Poison the Enemy
Arrows gain Critical Hit Chance as they travel farther, up to
40% increased Critical Hit Chance after 7 metres
36% increased Damage if you've dealt a Critical Hit in the past 8 seconds
20% increased Critical Damage Bonus
20% increased Magnitude of Non-Damaging Ailments you inflict with Critical Hits
Druid: 10% increased Critical Hit Chance while Shapeshifted
Druid: 8% increased Skill Speed while Shapeshifted
50% increased Critical Hit Chance against Enemies that are on Full Life
35% increased Critical Hit Chance against Enemies that are affected
by no Elemental Ailments
25% increased Damage if you've dealt a Critical Hit in the past 8 seconds
10% increased Critical Hit Chance
10% reduced maximum Mana
+10 to Strength
30% increased Critical Hit Chance
40% increased Critical Hit Chance if you haven't dealt a Critical Hit Recently
16% increased Cast Speed if you've dealt a Critical Hit Recently
15% increased Critical Hit Chance against Shocked Enemies
40% increased Magnitude of Shock you inflict with Critical Hits
Minions deal 15% increased Damage
Minions have 20% increased Critical Hit Chance
Druid: 16% increased Armour
Druid: 16% increased maximum Energy Shield
Druid: 20% increased Elemental Ailment Threshold
40% increased Flammability Magnitude
20% increased Freeze Buildup
20% increased chance to Shock
Witch: 20% increased Critical Hit Chance for Spells
Witch: 20% increased Physical Damage
Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt
20% increased Magnitude of Impales inflicted with Spells
20% increased Physical Damage
40% increased Elemental Damage if you've dealt a Critical Hit Recently
15% increased Critical Hit Chance
20% increased Mana Regeneration Rate
10% chance to Gain Arcane Surge when you deal a Critical Hit
30% increased Critical Hit Chance for Attacks
30% increased penalty to Accuracy Rating at range
30% reduced Damage
+8% to Critical Hit Chance of Herald Skills
30% increased Critical Hit Chance if you have Shapeshifted to an Animal form Recently
40% increased Critical Hit Chance against Enemies that are on Full Life
Cannot be Blinded while on Full Life
80% increased Damage with Hits against Enemies that are on Full Life
Enemies Blinded by you have 50% reduced Critical Hit Chance
30% increased Critical Hit Chance against Blinded Enemies
18% increased Area of Effect for Attacks
10% chance to Daze on Hit
25% increased Critical Hit Chance against Dazed Enemies
Enemies near Enemies you Mark are Blinded
Enemies you Mark cannot deal Critical Hits
Projectiles have 25% increased Critical Hit Chance against Enemies further than 6m
Projectiles deal 25% increased Damage with Hits against Enemies further than 6m
Projectiles have 30% increased Critical Damage Bonus against Enemies further than 6m
Projectiles have 20% increased Critical Hit Chance against Enemies further than 6m
25% chance to inflict Daze with Hits against Enemies further than 6m
10% increased Damage
10% increased Critical Hit Chance
Druid: 10% increased Damage
Druid: Gain 5% of Damage as Extra Damage of a random Element
Druid: +5 to Strength and Intelligence
16% increased Critical Hit Chance for Spells
8% increased Cast Speed if you've dealt a Critical Hit Recently
15% increased Critical Hit Chance for Spells
15% increased Spell Damage if you've dealt a Critical Hit Recently
25% increased Critical Hit Chance for Spells
Hits have 25% reduced Critical Hit Chance against you
Mastery: Ritual
25% increased Critical Hit Chance if you've Triggered a Skill Recently
Meta Skills gain 25% increased Energy if you've dealt a Critical Hit Recently
35% increased Critical Hit Chance against Immobilised enemies
Your Hits cannot be Evaded by Pinned Enemies
50% increased Damage against Demons
50% increased Duration of Ailments on Beasts
50% increased Critical Hit Chance against Humanoids
50% increased Immobilisation buildup against Constructs
can see monster categories [1]
25% increased Magnitude of Ailments you inflict against Marked Enemies
20% increased Critical Hit Chance against Marked Enemies
+10 to Dexterity
Archon recovery period expires 30% slower
Archon Buffs also grant +50% Critical Damage Bonus
Archon Buffs also grant +30% Critical Hit Chance
Accuracy Rating is Doubled
Never deal Critical Hits
Can Attack as though using a Quarterstaff while both of your hand slots are empty
Unarmed Attacks that would use your Quarterstaff's damage gain:
Physical damage based on their Skill Level
• 1% more Attack Speed per 75 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
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
Ascendancy: Blood Mage
Character: Witch
Base Critical Hit Chance for Spells is 15%
Ascendancy: Stormweaver
Character: Sorceress
Grants Skill: Elemental Storm
Trigger Elemental Storm on Critical Hit with Spells
Character: Mercenary
Skills deal 20% increased Damage per Connected Red Support Gem
Skills have 6% increased Skill Speed per Connected Green Support Gem
Skills have 20% increased Critical Hit Chance per Connected Blue Support Gem
Ascendancy: Oracle
Character: Druid
Enemy Critical Hit Chance against you is Unlucky
Damage of Enemies Hitting you is Unlucky
Ascendancy: Invoker
Character: Monk
Critical Hits ignore non-negative Enemy Monster Elemental Resistances
Ascendancy: Invoker
Character: Monk
Grants Skill: Elemental Expression
Trigger Elemental Expression on Melee Critical Hit
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
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 Critical 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
Critical Damage Bonus
Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
Spells
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.

Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
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.
Brittle
Hits have up to +6% Critical Hit Chance against Brittle enemies, based on the Cold damage of the Hit which inflicted Brittle, for 4 seconds.
Critical Weakness
Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
Resolute Technique
Accuracy Rating is Doubled
Never deal Critical Hits
Hollow Palm Technique
Can Attack as though using a Quarterstaff while both of your hand slots are empty
Unarmed Attacks that would use your Quarterstaff's damage gain:
Physical damage based on their Skill Level
• 1% more Attack Speed per 75 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Sustained Skills
Sustained skills cause a large number of Hits over a period of time. They roll for Critical Hits independently each time they damage enemies, rather than rolling once for the entire skill as other skills do.
Bifurcated Critical Hits
Hits with this weapon roll against their Critical Hit chance twice when determining if they are a Critical Hit.

If either roll succeeds, the hit will be a Critical Hit, and thus the Critical Damage Bonus will apply as normal.

If both rolls succeed, the hit will be a Critical Hit, and the Critical Damage Bonus will apply twice to that Hit.

If a modifier makes your Critical Hit Chance Lucky, that Luck will apply individually to both of these rolls.
Effective Chance
Some effects manipulate how random chances are rolled in ways that affect the result without changing the stated chance for the effect, such as a chance being Lucky causing it to be rolled twice and use the better result, or an effect skipping the roll entirely to force something to succeed or fail. The Effective chance is the real chance to get a specific result, accounting for all such roll-manipulating effects.

For example, if you had a Critical Hit chance of 20%, and your Critical Hit chance was Lucky, you would have an Effective Critical Hit chance of 36%, which is the chance that at least one of the two 20% rolls succeeds.
Spirit Of The Cat
Players possessed by the Spirit Of The Cat have 60% increased Evasion Rating, 100% increased Critical Hit chance, 30% increased Skill Speed and 15% increased Movement Speed.
Players will also periodically summon a ravaging flurry of spiritual Cats.
Extra Crits
Monster has 300% increased chance to Critically Hit.
Diamond Arrows
All Hits with Diamond Arrows are Critical Hits with 60% increased Critical Damage Bonus.
Embankment Auras
Totems you place which grant Embankment Auras give a different Aura Buff to Players in range depending on the kind of Totem, as follows:

Artillery Ballista grants 20% increased Skill Speed.

Siege Ballista grants 25% more Damage against Immobilised Enemies.

Mortar Cannon grants 25% of Damage Gained as extra Fire.

Shockwave Totem grants 30% increased Area of Effect.

Ancestral Warrior Totem grants 40% increased Glory Generation.

Dark Effigy grants 40% increased Damage over Time.

Spell Totem grants 50% increased Critical Hit Chance.
Inevitable Critical Hits
Hits which could potentially be a Critical Hit but do not roll a Critical Hit will re-roll Critical Hit chance until they succeed.

Hits have 30% less Critical Damage Bonus for each time Critical Hit chance was re-rolled.
Rerolling Critical Hit Chance
Any mechanic where the calculation of a single Hit would roll Critical Hit Chance more than once is considered to be Rerolling. This includes anything that makes Critical Hit Chance Lucky, Unlucky, Bifurcated, or Inevitable.

Sustained Skills using an independent Critical Hit Chance roll for each different time they deal damage is not Rerolling.
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