Critical Ref /215
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%.
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%.
+(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
+5% to Critical Hit Chance
Culling Strike against Frozen Enemies
25% reduced maximum Mana
+(13–17)% to Chaos Resistance

(80–100)% increased Spell Damage
Gain (10–15) Mana per Enemy Killed
+(20–30) to maximum Energy Shield
(15–30)% increased Skill Speed
(20–30)% increased Critical Hit Chance
(30–50)% increased Damage
+(10–15) to Spirit
+(60–100) to maximum Mana
+30 to Spirit
30% increased Light Radius
Critical Hits ignore Enemy Monster Elemental Resistances
(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 Dexterity
+(20–30)% to Lightning Resistance
Trigger Lightning Bolt Skill on Critical Hit
+(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
(60–80)% increased Spell Damage
+10 to Intelligence
+(7–13)% to Chaos Resistance
+(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%
(60–100)% increased Energy Shield
(30–50)% increased Critical Hit Chance
+(10–20) to Intelligence
+(20–30)% to Cold Resistance
Cannot Regenerate Mana if you haven't dealt a Critical Hit Recently
(60–100)% increased Armour
(20–30)% increased Critical Damage Bonus
Critical Hits inflict Impale
Critical Hits cannot Extract Impale
(20–30)% increased Critical Hit Chance
+(13–17)% to Chaos Resistance
Equipment and Skill Gems have 50% reduced 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
(15–25)% increased Critical Hit Chance
+(20–30)% to Critical Damage Bonus
+(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 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 Lightning Exposure on Critical Hit
(10–15)% increased Attack Speed
Causes (30–50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
(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
(400–500)% increased Armour
(-5–-1)% to all Maximum Elemental Resistances
+(200–300) to Stun Threshold
Take no Extra Damage from Critical Hits
+(200–300) to Accuracy Rating
100% increased Critical Hit Chance
(30–60) Life Regeneration per second
Can't use Body Armour
+(5–10)% to Critical Hit Chance
+(2–4) to Level of all Elemental Skills
(20–30)% increased Critical Hit Chance
(20–30)% increased Light Radius
You have Consecrated Ground around you while stationary
(30–40)% increased Critical Hit Chance
+(10–20) to Dexterity
+(10–20) to Intelligence
Critical Hits Poison the enemy
+(20–25) to Evasion Rating
+(10–15) to maximum Energy Shield
+(10–20) to Strength
+(10–20) to Intelligence
+(4–6)% to Critical Hit Chance
Arrows Fork

Loads an additional bolt
+5% to Critical Hit Chance
(15–25)% increased Reload Speed
trigger reload infusion on reload [1]
(60–100)% increased Energy Shield
+(60–100) to maximum Life

+(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

(1–11)% increased Attack Speed
+(1–33)% to Lightning Resistance
use thunderfist art variation [1]
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
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.
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
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.
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.
Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
Fire an arc of knives in front of the caster which deals physical damage.
Fire an arc of knives in front of the caster which deals physical damage.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
[DNT-UNUSED] Not a claw attack, more like a bite
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.
Supports skills that consume Power, Frenzy or Endurance Charges on use, giving them a chance not to remove each Charge while still gaining the benefits of consuming them.
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
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.
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.
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
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.
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
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.
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
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.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
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.
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.
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.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last two seconds, but cannot themselves deal Melee Damage.
Supports Skills which you use yourself. On using Supported Skills while they are Empowered, you gain Volatility.
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
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.
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.
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
Supports Skills which create Ice Crystals. Damaging Explosions caused by Ice Crystals from Supported Skills will Impale Enemies.
Supports Persistent Minion Skills, granting a chance when Supported Minions die for you to gain an Abyssal Monster Modifier.

Stack Size: 1 / 10

Stack Size: 1 / 10

Stack Size: 1 / 10
Vision Rune
Stack Size: 1 / 10
Requires: Level 15
Lesser Vision Rune
Stack Size: 1 / 10
Greater Vision Rune
Stack Size: 1 / 10
Requires: Level 30
Stag Talisman
Stack Size: 1 / 10
Place into an empty Rune Socket in a Helmet or Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Ulaman's Gaze
Limited to: 1 Abyssal Eye
Requires: Level 60
Crumbling Maul
Physical Damage: 62-75
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.3
Requires: Level 38, 68 Str
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
Visceral Quiver
Requires: Level 65
Disintegrating Maul
Physical Damage: 93-114
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.3
Requires: Level 62, 109 Str
Ruination Maul
Physical Damage: 113-138
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.3
Requires: Level 79, 163 Str
25% increased Critical Hit Chance with Traps
Arrows gain Critical Hit Chance as they travel farther, up to
60% increased Critical Hit Chance after 7 metres
60% increased Critical Hit Chance after 7 metres
+15 to Strength
36% increased Damage if you've dealt a Critical Hit in the past 8 seconds
20% increased Critical Damage Bonus
100% increased Critical Hit Chance against Enemies that are on Full Life
15% increased Critical Hit Chance
30% increased Damage if you've dealt a Critical Hit in the past 8 seconds
12% increased Critical Hit Chance
+10 to Intelligence
15% increased Critical Hit Chance
20% reduced Critical Damage Bonus
50% increased Critical Hit Chance
60% increased Critical Damage Bonus
20% reduced Critical Hit Chance
10% reduced Critical Hit Chance
melee critical strike chance +% when on full life [20]
20% increased Physical Damage
15% increased Critical Spell Damage Bonus
20% increased Critical Hit Chance
20% increased Mana Regeneration Rate
15% increased Accuracy Rating
20% increased Accuracy Rating
Attacks gain increased Accuracy Rating equal to their Critical Hit Chance
30% reduced Damage
50% 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
50% increased Critical Hit Chance against Blinded Enemies
Enemies you Mark cannot deal Critical Hits
Projectiles deal 25% increased Damage with Hits against Enemies further than 6m
10% increased Damage
10% increased Critical Hit Chance
Druid: 10% increased Damage
Druid: 10% increased Skill Effect Duration
Mastery: Ritual
20% increased Pin duration
Pinned Enemies cannot deal Critical Hits
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]
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 25 Item Evasion Rating on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Unarmed Attacks that would use your Quarterstaff's damage gain:
• Physical damage based on their Skill Level
• 1% more Attack Speed per 25 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
50% more Critical Damage Bonus
Ascendancy: Stormweaver
Character: Sorceress

Trigger Elemental Storm on Critical Hit with Spells
Ascendancy: Gemling Legionnaire
Character: Mercenary
Skills deal 20% increased Damage per [ConnectedGem|Connected] red Support Gem
Ascendancy: Invoker
Character: Monk
Critical Hits ignore non-negative Enemy Monster Elemental Resistances
Ascendancy: Invoker
Character: Monk

Trigger Elemental Expression on Melee Critical Hit
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.
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.
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.
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.
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.
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.
Players will also periodically summon a ravaging flurry of spiritual Cats.
Extra Crits
Monster has 300% increased chance to Critically Hit.
Edit
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.