Skill Gems Summary /73
Critical Ref /830
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%.
Requires: Level 1
50% reduced Evasion Rating
+(40—60) to maximum Life
(3—5) Life Regeneration per second
Requires: Level 4, 11 Str
local weapon implicit hidden % base damage is fire [50]
+(10—20) to Strength
+(20—30)% to Fire Resistance
Requires: Level 11, 11 Str, 11 Dex
+(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
Requires: Level 65, 214 Str, Int 200
+200 Intelligence Requirement
+100 Strength Requirement
(250—350)% increased Physical Damage
(10—20)% increased Attack Speed
+(2—4) to Level of all Lightning Skills
Requires: Level 1
+15% to Critical Hit Chance
10% reduced Attack Speed
+10 to Strength
Maim on Critical Hit
Requires: Level 16, 31 Int
(80—100)% increased Spell Damage
Gain (10—15) Mana per enemy killed
Requires: Level 14
+(20—30) to maximum Energy Shield
(15—30)% increased Skill Speed
(20—30)% increased Critical Hit Chance
(30—50)% increased Damage
Requires: Level 30
+(10—15) to Spirit
+(60—100) to maximum Mana
+30 to Spirit
30% increased Light Radius
Critical Hits ignore Enemy Monster Elemental Resistances
Requires: Level 25
(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
You have no Critical Damage Bonus
Requires: Level 11, 17 Dex
(10—20)% increased Movement Speed
+(40—60) to maximum Life
+(60—80) to Stun Threshold
+25% to Thorns Critical Hit Chance
Requires: Level 16, 31 Dex
(120—160)% increased Physical Damage
+(50—70) to Accuracy Rating
(20—30)% increased Projectile Speed
Projectiles Split towards +2 targets
Requires: Level 28, 52 Dex
+50% Surpassing chance to fire an additional Arrow
+(20—25)% to Critical Damage Bonus
Gain (20—30) Life per enemy killed
Gain (12—18) Mana per enemy killed
+(250—330)% Surpassing chance to fire an additional Arrow
Requires: Level 55
+(10—15) to Dexterity
+(50—100)% to Lightning Resistance
Trigger Lightning Bolt Skill on Critical Hit
Requires: Level 45, 36 Str, 36 Dex
+(200—400) to Accuracy Rating
(30—50)% increased Critical Hit Chance
Skills have a (100—150)% longer Perfect Timing window
Requires: Level 10, 17 Int
+(20—30) to maximum Energy Shield
(40—50)% increased Spell Damage
+10 to Intelligence
+(7—13)% to Chaos Resistance
Requires: Level 45, 56 Dex
(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
Your Critical Damage Bonus is 250%
Requires: Level 45, 56 Int
(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
Requires: Level 27, 35 Str
(60—100)% increased Armour
(20—30)% increased Critical Damage Bonus
Critical Hits inflict Impale
Critical Hits cannot Extract Impale
Requires: Level 50, 71 Dex
(100—200)% increased Evasion Rating
(15—25)% increased Critical Hit Chance
+(30—40) to Dexterity
Requires: Level 33, 27 Dex, 27 Int
Has no Attribute Requirements
(20—30)% increased Critical Hit Chance
+(13—17)% to Chaos Resistance
Skill Gems have no Attribute Requirements
Requires: Level 16, 25 Int
(50—80)% increased Energy Shield
(10—15)% increased Rarity of Items found
(20—30)% increased Critical Hit Chance
+(10—20)% to Lightning Resistance
Requires: Level 26, 22 Str, 22 Dex
+(50—100) to Accuracy Rating
(15—25)% increased Critical Hit Chance
Requires: Level 55, 97 Str
+(20—30)% to Critical Damage Bonus
Requires: Level 4, 9 Dex
10% increased Weapon Damage per 10 Strength
Requires: Level 11, 18 Dex, 9 Int
No Physical Damage
+(30—50) to Accuracy Rating
+20% to Fire Resistance
30% increased Light Radius
Requires: Level 20, 30 Dex, 14 Int
+(3—5)% to Critical Hit Chance
(15—20)% increased Attack Speed
(25—40)% increased Mana Regeneration Rate
Skills reserve 50% less Spirit
Requires: Level 1
+(20—30) to maximum Mana
+(13—17)% to Chaos Resistance
10% increased Mana Cost of Skills
Requires: Level 56, 13 Dex, 13 Int
+(60—100) to Evasion Rating
+(30—50) to maximum Energy Shield
Gain (25—35) Mana per enemy killed
Inflict Lightning Exposure on Critical Hit
Requires: Level 4, 11 Str
Causes (20—40)% increased Stun Buildup
(80—120)% increased Physical Damage
+(10—15) to Strength
Gain (10—20) Life per enemy killed
Slam Skills you use yourself cause an additional Aftershock
Requires: Level 11, 23 Str
Crushes Enemies on Hit
(10—15)% increased Attack Speed
Causes (30—50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
Requires: Level 16, 31 Str
(10—15)% increased Attack Speed
All damage with this Weapon causes Electrocution buildup
Requires: Level 22, 41 Str
Strikes deal Splash Damage
All Attacks count as Empowered Attacks
Cannot use Warcries
Requires: Level 28, 37 Str, Dex 50
+50 Dexterity Requirement
-15 Strength Requirement
(80—120)% increased Physical Damage
50% increased Attack Speed
(15—25)% increased Light Radius
Requires: Level 33, 60 Str, Int 100
+100 Intelligence Requirement
+(80—100) to maximum Mana
+50 to Spirit
+1 to Level of all Minion Skills
Increases and Reductions to Minion Damage also affect you
Requires: Level 38, 68 Str
(100—150)% increased Physical Damage
+(10—15) to all Attributes
Gain 30 Life per enemy killed
Hits with this Weapon have no Critical Damage Bonus
This Weapon's Critical Hit Chance is 100%
Requires: Level 58, 92 Str
(500—600)% increased Armour
(-5—-1)% to all Maximum Elemental Resistances
+(200—300) to Stun Threshold
Take no Extra Damage from Critical Hits
Requires: Level 52, 41 Str, 41 Dex
+(200—300) to Accuracy Rating
100% increased Critical Hit Chance
(30—60) Life Regeneration per second
Can't use Body Armour
This item gains bonuses from Socketed Items as though it was a Body Armour
Has 4 Augment Sockets (Hidden)
Requires: Level 65, 89 Dex, 36 Int
+(5—10)% to Critical Hit Chance
+(2—4) to Level of all Elemental Skills
100% increased Elemental Damage
Requires: Level 35
(20—30)% increased Critical Hit Chance
(20—30)% increased Light Radius
You have Consecrated Ground around you while stationary
Requires: Level 28, 23 Dex, 23 Int
(30—40)% increased Critical Hit Chance
+(10—20) to Dexterity
+(10—20) to Intelligence
Critical Hits Poison the enemy
Requires: Level 10, 10 Dex, 10 Int
+(20—25) to Evasion Rating
+(10—15) to maximum Energy Shield
+(10—20) to Strength
+(10—20) to Intelligence
Requires: Level 65
(10—15)% reduced Attack Speed
Requires: Level 16, 12 Str, 25 Dex
No Physical Damage
(15—30)% increased Attack Speed
(50—100)% increased chance to Shock
Requires: Level 16, 19 Str, 19 Dex
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Cannot be used while Manifested
Manifested Dancing Dervishes die when Rampage ends
Melee Hits count as Rampage Kills
Rampage
Rampage
Requires: Level 1
Deal no Elemental Damage
Any number of Poisons from this Weapon can affect a target at the same time
Requires: Level 21, 14 Str, 31 Dex
(25—35)% increased Projectile Speed with this Weapon
+100 to Evasion Rating
(10—20)% increased Attack Speed
Requires: Level 5, 10 Dex
(150—200)% increased Physical Damage
(10—15)% reduced Attack Speed
+(15—30) to Strength
Strikes deal Splash Damage
Knocks Back Enemies on Hit
Cannot use Projectile Attacks
Requires: Level 10, 9 Str, 17 Dex
+(100—150) to Accuracy Rating
10% increased Attack Speed
(20—30)% increased Projectile Speed with this Weapon
Requires: Level 33, 20 Str, 47 Dex
Bleeding you inflict deals Damage (10—20)% faster
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
Requires: Level 65, 114 Dex
(150—240)% increased Physical Damage
+(300—500) to Accuracy Rating
10% increased Attack Speed
+(20—30) to Dexterity
+2 metres to Dodge Roll distance if you haven't Dodge Rolled Recently
-1 metre to Dodge Roll distance if you've Dodge Rolled Recently
enable lioneyes glow task [1]
Requires: Level 79, 163 Dex
local weapon implicit hidden added maximum chaos damage [64]
local weapon implicit hidden added minimum chaos damage [28]
local weapon implicit hidden added minimum chaos damage [28]
(10—15)% increased Attack Speed
Requires: Level 20, 22 Str, 22 Dex
Loads an additional bolt
+5% to Critical Hit Chance
(15—25)% increased Reload Speed
trigger reload infusion on reload [1]
Requires: Level 75, 107 Int
(60—100)% increased Energy Shield
+(60—100) to maximum Life
rathpith surge [3]
Requires: Level 42
+(12—16)% to Cold and Lightning Resistances
+(10—20)% to Cold and Lightning Resistances
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Shocked Ground
as being boosted by Shocked Ground
Requires: Level 65, 36 Str, 89 Dex
(15—20)% increased Attack Speed
Requires: Level 26, 17 Str, 38 Dex
+(5—8)% to Critical Hit Chance
+(15—25) to Intelligence
10% of Skill Mana Costs Converted to Life Costs
Requires: Level 45, 80 Str
(120—150)% increased Physical Damage
+(2—3) to Level of all Melee Skills
+(20—30) to Intelligence
Causes (150—200)% increased Stun Buildup
Requires: Level 45, 64 Dex
(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
Requires: Level 77, 89 Str, 89 Dex
(250—300)% increased Physical Damage
(10—20)% increased Attack Speed
(40—60)% reduced Reload Speed
(10—20)% chance to load a bolt into all Crossbow skills on Kill
Sacrifice 300 Life to not consume the last bolt when firing
enable grand design clip handling [1]
Requires: Level 65, 44 Dex, 44 Int
(1—11)% increased Attack Speed
+(1—33)% to Lightning Resistance
use thunderfist art variation [1]
Requires: Level 45, 80 Dex
50% reduced Projectile Range
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Requires: Level 1
+(8—15) to Intelligence
(10—15)% increased Skill Effect Duration
Gain 1 Druidic Prowess for every 20 total Rage spent
Requires: Level 72, 94 Str, 67 Int
(15—20)% reduced Attack Speed
+(30—40) to Strength
exposure art variation [1]
Requires: Level 72, 46 Str, 115 Dex
(100—120)% increased Physical Damage
(10—16)% increased Attack Speed
(60—80)% increased Presence Area of Effect
Spear Skills inflict a Bloodstone Lance on Hit, up to a maximum of 30 on each target
Requires: Level 16, 21 Str, 16 Int
Minions deal (30—50)% increased Damage
(70—100)% increased Physical Damage
5% increased Movement Speed
+(8—15) to Strength
+(8—15) to Intelligence
(5—8)% increased Damage per Minion
Requires: Level 40, 47 Str, 34 Int
(90—120)% increased Physical Damage
(7—13)% increased Attack Speed
+(7—13) to all Attributes
(30—40)% reduced Presence Area of Effect
Copy a random Modifier from each enemy in your Presence when
you Shapeshift to an Animal form
Modifiers gained this way are lost after 30 seconds or when you next Shapeshift
you Shapeshift to an Animal form
Modifiers gained this way are lost after 30 seconds or when you next Shapeshift
Requires: Level 45, 80 Str
Hits with this Weapon have 5% chance to Trigger Molten Shower per 25 Strength
(80—120)% increased Physical Damage
(5—10)% increased Attack Speed
+(15—25) to Strength
local display grants level X molten shower [1]
Requires: Level 55
+(30—40) to maximum Runic Ward
(30—50)% increased Critical Hit Chance
+(25—35) to Intelligence
(30—50)% increased Light Radius
Requires: Level 67, 134 Dex
(8—14)% increased Attack Speed
Elemental Damage from Hits Contributes to Flammability, Ignite, and Chill Magnitudes, Freeze Buildup, and Shock Chance
Requires: Level 79, 68 Str, 109 Dex
(150—250)% increased Physical Damage
+(5—8)% to Critical Hit Chance
Create a Fragment of Divinity in your Presence every 4 seconds
Requires: Level 70, 163 Str
(80—100)% increased Physical Damage
+(300—400) to maximum Mana
+(4—6)% to Critical Hit Chance
(10—20)% of Damage is taken from Mana before Life
mace fire skills are blue [1]
Requires: Level 47
Has 3 Sockets
Maximum Quality is 40%
+(20—30) to Strength
Requires: Level 65, 114 Str, 63 Dex
Cannot load or fire Ammunition
(300—400)% increased Physical Damage
Hits with this Weapon have no Critical Damage Bonus
(20—40)% reduced Cooldown Recovery Rate
Gain 1 Explosive Rhythm every (2—3) times you use a Grenade Skill
Remove all Explosive Rhythm on reaching 10 to gain Explosive Fervour for 10 Seconds
Remove all Explosive Rhythm on reaching 10 to gain Explosive Fervour for 10 Seconds
Requires: Level 65, 127 Dex, 50 Int
+(30—50) to maximum Runic Ward
(200—300)% increased Physical Damage
+(20—30)% to Critical Damage Bonus
(12—22)% increased Attack Speed
Requires: Level 67, 134 Str
(240—300)% increased Physical Damage
+(5—8)% to Critical Hit Chance
(14—22)% increased Attack Speed
Requires: Level 5, 9 Str, 8 Int
(60—90)% increased Physical Damage
(6—10)% increased Attack Speed
+(7—14) to Strength
Requires: Level 52, 60 Str, 43 Int
(250—300)% increased Physical Damage
(30—50)% increased Armour
(10—15)% reduced Attack Speed
+(20—30) to Strength
Every second Slam Skill you use while Shapeshifted is Ancestrally Boosted
Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted
Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted
Requires: Level 33, 27 Dex, 27 Int
Has no Attribute Requirements
(20—30)% increased Critical Hit Chance
+(13—17)% to Chaos Resistance
Stack Size: 1 / 10
Stack Size: 1 / 10
Stack Size: 1 / 10
Golden Blade
Physical Damage: 3-28
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.3
+(16—24) to all Attributes
Vision Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: 12% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +20 to maximum Life, +20 to maximum Mana
Lesser Iron Rune
Stack Size: 1 / 10
Wand or Staff: 20% increased Spell Damage
Armour: +20 to maximum Life, +20 to maximum Mana
Lesser Vision Rune
Stack Size: 1 / 10
Armour: 8% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +20 to maximum Life, +20 to maximum Mana
Greater Iron Rune
Stack Size: 1 / 10
Requires: Level 30
Wand or Staff: 30% increased Spell Damage
Armour: +20 to maximum Life, +20 to maximum Mana
Greater Vision Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: 16% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Iron Rune
Stack Size: 1 / 10
Requires: Level 50
Wand or Staff: 35% increased Spell Damage
Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Vision Rune
Stack Size: 1 / 10
Requires: Level 50
Armour: 20% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +20 to maximum Life, +20 to maximum Mana
Cat Idol
Stack Size: 1 / 10
Wolf Idol
Stack Size: 1 / 10
Ulaman's Gaze
Limited to: 1 Ancient Augment
Requires: Level 60
Carved Tenacity
Stack Size: 1 / 10
 
Stack Size: 1 / 10
 
Sapphire Suffix: Notable Passive Skills in Radius also grant (3—7)% increased Critical Hit Chance for Spells
Emerald Suffix: Notable Passive Skills in Radius also grant (3—7)% increased Critical Hit Chance for Attacks
Broadsword
Physical Damage: 8-13
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.3
Requires: Level 6, 9 Str, 9 Dex
Vampiric Blade
Physical Damage: 11-20
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 11, 14 Str, 14 Dex
Scimitar
Physical Damage: 14-23
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 16, 19 Str, 19 Dex
Charred Shortsword
Physical Damage: 19-34
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.3
Requires: Level 21, 23 Str, 23 Dex
Sickle Sword
Physical Damage: 18-38
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 28, 29 Str, 29 Dex
Falchion
Physical Damage: 27-37
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 33, 34 Str, 34 Dex
Treasured Blade
Physical Damage: 27-45
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 40, 40 Str, 40 Dex
Cutlass
Physical Damage: 33-49
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 45, 45 Str, 45 Dex
Runic Shortsword
Physical Damage: 26-55
Critical Hit Chance: 5%
Attacks per Second: 1.65
Weapon Range: 1.3
Requires: Level 50, 49 Str, 49 Dex
Messer
Physical Damage: 30-56
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.3
Requires: Level 52, 51 Str, 51 Dex
Commander Sword
Physical Damage: 36-60
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 54, 53 Str, 53 Dex
Dark Blade
Physical Damage: 43-65
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 65, 63 Str, 63 Dex
[DNT] Halfsword
Physical Damage: 45-67
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 67, 63 Str, 63 Dex
[DNT] Flat Blade
Physical Damage: 48-71
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 72, 63 Str, 63 Dex
[DNT] Siphoning Sword
Physical Damage: 51-76
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 77, 63 Str, 63 Dex
[DNT] Rider Blade
Physical Damage: 51-76
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 78, 63 Str, 63 Dex
[DNT] Molten Blade
Physical Damage: 51-76
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 79, 63 Str, 63 Dex
[DNT] Reaper Sword
Physical Damage: 51-76
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 77, 63 Str, 63 Dex
[DNT] Carved Blade
Physical Damage: 49-74
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 75, 63 Str, 63 Dex
[DNT] Coveted Blade
Physical Damage: 51-76
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 78, 63 Str, 63 Dex
Iron Greatsword
Physical Damage: 13-23
Critical Hit Chance: 5%
Attacks per Second: 1.35
Weapon Range: 1.6
Requires: Level 6, 9 Str, 9 Dex
Blessed Claymore
Physical Damage: 19-32
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 11, 14 Str, 14 Dex
Broad Greatsword
Physical Damage: 25-42
Critical Hit Chance: 5%
Attacks per Second: 1.25
Weapon Range: 1.6
Requires: Level 16, 19 Str, 19 Dex
Rippled Greatsword
Physical Damage: 28-52
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 22, 24 Str, 24 Dex
Arced Longsword
Physical Damage: 31-58
Critical Hit Chance: 5%
Attacks per Second: 1.35
Weapon Range: 1.6
Requires: Level 28, 29 Str, 29 Dex
Stone Greatsword
Physical Damage: 40-67
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 33, 34 Str, 34 Dex
Obsidian Greatsword
Physical Damage: 49-73
Critical Hit Chance: 5%
Attacks per Second: 1.25
Weapon Range: 1.6
Requires: Level 36, 37 Str, 37 Dex
Keen Greatsword
Physical Damage: 45-94
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 45, 45 Str, 45 Dex
Ancient Greatblade
Physical Damage: 55-103
Critical Hit Chance: 5%
Attacks per Second: 1.25
Weapon Range: 1.6
Requires: Level 49, 49 Str, 49 Dex
Flanged Greatblade
Physical Damage: 51-106
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 52, 51 Str, 51 Dex
Regalia Longsword
Physical Damage: 61-92
Critical Hit Chance: 5%
Attacks per Second: 1.35
Weapon Range: 1.6
Requires: Level 54, 53 Str, 53 Dex
Ultra Greatsword
Physical Damage: 72-119
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 65, 63 Str, 63 Dex
[DNT] Ancient Longsword
Physical Damage: 74-123
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 67, 63 Str, 63 Dex
[DNT] Ferric Greatsword
Physical Damage: 78-131
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 72, 63 Str, 63 Dex
[DNT] Holy Greatblade
Physical Damage: 83-139
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 77, 63 Str, 63 Dex
[DNT] Wide Greatsword
Physical Damage: 83-139
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 78, 63 Str, 63 Dex
[DNT] Crested Greatsword
Physical Damage: 83-139
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 79, 63 Str, 63 Dex
[DNT] Jagged Greatsword
Physical Damage: 83-139
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 77, 63 Str, 63 Dex
[DNT] Carved Greatsword
Physical Damage: 81-135
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 75, 63 Str, 63 Dex
[DNT] Midnight Greatsword
Physical Damage: 83-139
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.6
Requires: Level 78, 63 Str, 63 Dex
Hook Axe
Physical Damage: 5-14
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 4, 9 Str
Bearded Axe
Physical Damage: 8-21
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 10, 17 Str, 9 Dex
Extended Cleaver
Physical Damage: 8-25
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 16, 25 Str, 12 Dex
Has no Accuracy Penalty from Range
Bandit Hatchet
Physical Damage: 13-31
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 20, 30 Str, 14 Dex
Crescent Axe
Physical Damage: 18-37
Critical Hit Chance: 6.5%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 26, 38 Str, 17 Dex
Carving Hatchet
Physical Damage: 19-44
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 33, 47 Str, 20 Dex
Sacrificial Axe
Physical Damage: 20-42
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 37, 52 Str, 22 Dex
Gain (28—35) Mana per enemy killed
Boarding Hatchet
Physical Damage: 24-55
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 45, 63 Str, 26 Dex
Fury Cleaver
Physical Damage: 30-62
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 48, 67 Str, 27 Dex
10% increased Damage taken
Battle Axe
Physical Damage: 28-65
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 52, 72 Str, 29 Dex
Profane Cleaver
Physical Damage: 26-69
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 54, 75 Str, 30 Dex
Dread Hatchet
Physical Damage: 34-79
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 65, 89 Str, 36 Dex
[DNT] Callous Hatchet
Physical Damage: 35-81
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 67, 89 Str, 36 Dex
[DNT] Catcher Axe
Physical Damage: 37-86
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 72, 89 Str, 36 Dex
[DNT] Aged Axe
Physical Damage: 39-91
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 77, 89 Str, 36 Dex
[DNT] Towering Axe
Physical Damage: 39-91
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 78, 89 Str, 36 Dex
[DNT] Vagabond Axe
Physical Damage: 39-91
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 79, 89 Str, 36 Dex
[DNT] Moonlight Axe
Physical Damage: 39-91
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 77, 89 Str, 36 Dex
[DNT] Hacking Hatchet
Physical Damage: 38-89
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 75, 89 Str, 36 Dex
[DNT] Ritualistic Axe
Physical Damage: 39-91
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 78, 89 Str, 36 Dex
Light Halberd
Physical Damage: 10-25
Critical Hit Chance: 5%
Attacks per Second: 1.25
Weapon Range: 1.5
Requires: Level 4, 9 Str
Executioner Greataxe
Physical Damage: 10-41
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 10, 17 Str, 9 Dex
Arched Greataxe
Physical Damage: 17-59
Critical Hit Chance: 5%
Attacks per Second: 1.15
Weapon Range: 1.5
Requires: Level 16, 25 Str, 12 Dex
Elegant Glaive
Physical Damage: 19-64
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 20, 30 Str, 14 Dex
Savage Greataxe
Physical Damage: 23-70
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 27, 39 Str, 17 Dex
Gain (34—43) Life per enemy killed
Rending Halberd
Physical Damage: 27-91
Critical Hit Chance: 6.5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 33, 47 Str, 20 Dex
Jagged Greataxe
Physical Damage: 43-99
Critical Hit Chance: 5%
Attacks per Second: 1.15
Weapon Range: 1.5
Requires: Level 40, 56 Str, 23 Dex
Reaver Glaive
Physical Damage: 43-113
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 45, 63 Str, 26 Dex
Ember Greataxe
Fire Damage: 58-154
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 50, 70 Str, 28 Dex
local weapon implicit hidden % base damage is fire [100]
Ceremonial Halberd
Physical Damage: 53-123
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 52, 72 Str, 29 Dex
Cannot use Projectile Attacks
Monument Greataxe
Physical Damage: 48-143
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 57, 79 Str, 32 Dex
Vile Greataxe
Physical Damage: 59-155
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 65, 89 Str, 36 Dex
[DNT] Dividing Greataxe
Physical Damage: 60-159
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 67, 89 Str, 36 Dex
[DNT] Feathersteel Halberd
Physical Damage: 64-170
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 72, 89 Str, 36 Dex
[DNT] Grimhold Axe
Physical Damage: 68-180
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 77, 89 Str, 36 Dex
[DNT] Notched Greataxe
Physical Damage: 68-180
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 78, 89 Str, 36 Dex
[DNT] Intricate Greataxe
Physical Damage: 68-180
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 79, 89 Str, 36 Dex
[DNT] Violent Greataxe
Physical Damage: 68-180
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 77, 89 Str, 36 Dex
[DNT] Severing Halberd
Physical Damage: 67-176
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 75, 89 Str, 36 Dex
[DNT] Clawed Greataxe
Physical Damage: 68-180
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 78, 89 Str, 36 Dex
Smithing Hammer
Physical Damage: 5.5-9
Fire Damage: 5.5-9
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 4, 11 Str
local weapon implicit hidden % base damage is fire [50]
Slim Mace
Physical Damage: 11-17
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 10, 21 Str
Spiked Club
Physical Damage: 15-24
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 16, 31 Str
Warpick
Physical Damage: 18-24
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 22, 41 Str
+(5—10)% to Critical Damage Bonus
Plated Mace
Physical Damage: 18-38
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 26, 48 Str
Brigand Mace
Physical Damage: 28-38
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 33, 60 Str
Construct Hammer
Physical Damage: 31-38
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 36, 65 Str
Morning Star
Physical Damage: 33-49
Critical Hit Chance: 6.5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 45, 80 Str
Jade Club
Physical Damage: 31-51
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 49, 87 Str
Lumen Mace
Physical Damage: 36-60
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 52, 92 Str
Execratus Hammer
Physical Damage: 40-60
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 55, 97 Str
Torment Club
Physical Damage: 44-73
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
Runemastered Torment Club
Cold Damage: 44-209
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
local weapon implicit hidden % base damage is cold [100]
Runemastered Torment Club
Physical Damage: 44-73
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
Runemastered Torment Club
Physical Damage: 44-73
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
Runemastered Torment Club
Lightning Damage: 85-403
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
(40—60)% increased Lightning Damage
local weapon implicit hidden % base damage is lightning [100]
Runemastered Torment Club
Physical Damage: 44-73
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
Runemastered Torment Club
Physical Damage: 54-91
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 124 Str
Kalguuran Forgehammer
Physical Damage: 33-55
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 47
Has 3 Sockets
Oak Greathammer
Physical Damage: 16-30
Critical Hit Chance: 5%
Attacks per Second: 1
Weapon Range: 1.5
Requires: Level 4, 11 Str
Causes (20—40)% increased Stun Buildup
Forge Maul
Physical Damage: 26-35
Critical Hit Chance: 5%
Attacks per Second: 1.05
Weapon Range: 1.5
Requires: Level 11, 23 Str
Crushes Enemies on Hit
Studded Greatclub
Physical Damage: 32-48
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 16, 31 Str
Cultist Greathammer
Physical Damage: 36-49
Critical Hit Chance: 5%
Attacks per Second: 1.05
Weapon Range: 1.5
Requires: Level 22, 41 Str
Strikes deal Splash Damage
Temple Maul
Physical Damage: 35-72
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 28, 52 Str
Leaden Greathammer
Physical Damage: 58-78
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 33, 60 Str
Crumbling Maul
Physical Damage: 62-75
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 38, 68 Str
Pointed Maul
Physical Damage: 68-102
Critical Hit Chance: 6.5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 45, 80 Str
Totemic Greatclub
Physical Damage: 77-105
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 50, 89 Str
Greatmace
Physical Damage: 74-124
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 52, 92 Str
Precise Greathammer
Physical Damage: 87-118
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 54, 96 Str
Giant Maul
Physical Damage: 96-144
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 65, 114 Str
Hardwood Spear
Grants Skill: Spear Throw
Physical Damage: 5-9
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Ironhead Spear
Grants Skill: Spear Throw
Physical Damage: 9-12
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 5, 10 Dex
Hunting Spear
Grants Skill: Spear Throw
Physical Damage: 10-17
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 10, 9 Str, 17 Dex
Winged Spear
Grants Skill: Spear Throw
Physical Damage: 12-22
Critical Hit Chance: 5%
Attacks per Second: 1.7
Weapon Range: 1.5
Requires: Level 16, 12 Str, 25 Dex
War Spear
Grants Skill: Spear Throw
Physical Damage: 16-27
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 21, 14 Str, 31 Dex
(25—35)% increased Projectile Speed with this Weapon
Forked Spear
Grants Skill: Spear Throw
Physical Damage: 13-38
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 26, 17 Str, 38 Dex
Barbed Spear
Grants Skill: Spear Throw
Physical Damage: 20-38
Critical Hit Chance: 6%
Attacks per Second: 1.5
Weapon Range: 1.5
Requires: Level 33, 20 Str, 47 Dex
Bleeding you inflict deals Damage (10—20)% faster
Broad Spear
Grants Skill: Spear Throw
Physical Damage: 32-48
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.5
Requires: Level 40, 26 Str, 55 Dex
Crossblade Spear
Grants Skill: Spear Throw
Physical Damage: 25-52
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 45, 26 Str, 63 Dex
Seaglass Spear
Grants Skill: Spear Throw
Physical Damage: 29-53
Critical Hit Chance: 7%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 51, 29 Str, 71 Dex, 50 Int
Sword Spear
Grants Skill: Spear Throw
Physical Damage: 30-56
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 52, 29 Str, 72 Dex
Striking Spear
Grants Skill: Spear Throw
Physical Damage: 11.5-45.5
Lightning Damage: 11.5-45.5
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 55, 31 Str, 76 Dex
local weapon implicit hidden % base damage is lightning [50]
Helix Spear
Grants Skill: Spear Throw
Physical Damage: 37-68
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 65, 36 Str, 89 Dex
Pict Claw
Physical Damage: 4-16
Critical Hit Chance: 5%
Attacks per Second: 1.7
Weapon Range: 1.1
Requires: Level 6, 14 Dex
Wolfbone Claw
Physical Damage: 7-23
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.1
Requires: Level 12, 24 Dex
Grants 8 Life per Enemy Hit
Forked Claw
Physical Damage: 10-26
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.1
Requires: Level 16, 31 Dex
Plated Claw
Physical Damage: 13-31
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.1
Requires: Level 22, 41 Dex
Edged Claw
Physical Damage: 11-38
Critical Hit Chance: 5%
Attacks per Second: 1.7
Weapon Range: 1.1
Requires: Level 28, 52 Dex
(15—25)% chance to Blind Enemies on hit
Arced Claw
Physical Damage: 12-46
Critical Hit Chance: 5%
Attacks per Second: 1.65
Weapon Range: 1.1
Requires: Level 33, 60 Dex
Hooked Claw
Physical Damage: 16-49
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.1
Requires: Level 36, 65 Dex
Razorglass Claw
Physical Damage: 23-54
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.1
Requires: Level 45, 80 Dex
Sharktooth Claw
Physical Damage: 25-52
Critical Hit Chance: 5%
Attacks per Second: 1.7
Weapon Range: 1.1
Requires: Level 49, 87 Dex
Armoured Claw
Physical Damage: 27-63
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.1
Requires: Level 52, 92 Dex
Piercing Claw
Physical Damage: 23-68
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.1
Requires: Level 55, 97 Dex
Talon Claw
Physical Damage: 23-79
Critical Hit Chance: 5%
Attacks per Second: 1.65
Weapon Range: 1.1
Requires: Level 65, 114 Dex
Crone Knife
Physical Damage: 4-15
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 6, 9 Dex, 9 Int
Simple Dagger
Physical Damage: 8-19
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 12, 15 Dex, 15 Int
Skinning Knife
Physical Damage: 8-22
Critical Hit Chance: 13.5%
Attacks per Second: 1.65
Weapon Range: 1
Requires: Level 16, 19 Dex, 19 Int
Moon Dagger
Cold Damage: 11-26
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 20, 22 Dex, 22 Int
local weapon implicit hidden % base damage is cold [100]
Engraved Knife
Physical Damage: 11-34
Critical Hit Chance: 13.5%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 27, 29 Dex, 29 Int
Obsidian Dagger
Physical Damage: 13-39
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 33, 34 Dex, 34 Int
Bloodletting Dagger
Physical Damage: 18-42
Critical Hit Chance: 15%
Attacks per Second: 1.5
Weapon Range: 1
Requires: Level 39, 39 Dex, 39 Int
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
Kris Knife
Physical Damage: 16-48
Critical Hit Chance: 15%
Attacks per Second: 1.65
Weapon Range: 1
Requires: Level 49, 49 Dex, 49 Int
Parrying Dagger
Physical Damage: 16-55
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 52, 51 Dex, 51 Int
Arcane Dirk
Physical Damage: 22-52
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 56, 55 Dex, 55 Int
Cinquedea
Physical Damage: 21-62
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 65, 63 Dex, 63 Int
[DNT] Crystalline Dagger
Physical Damage: 21-63
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 67, 63 Dex, 63 Int
[DNT] Hag Knife
Physical Damage: 22-66
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 72, 63 Dex, 63 Int
[DNT] Prominent Dagger
Physical Damage: 23-69
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 77, 63 Dex, 63 Int
[DNT] Carving Knife
Physical Damage: 23-69
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 78, 63 Dex, 63 Int
[DNT] Crescent Dagger
Physical Damage: 23-69
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 79, 63 Dex, 63 Int
[DNT] Intricade Knife
Physical Damage: 23-69
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 77, 63 Dex, 63 Int
[DNT] Midnight Dagger
Physical Damage: 23-68
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 75, 63 Dex, 63 Int
[DNT] Ritualistic Dagger
Physical Damage: 23-69
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 78, 63 Dex, 63 Int
Long Quarterstaff
Physical Damage: 9-18
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 4, 9 Dex
Gothic Quarterstaff
Physical Damage: 16-26
Critical Hit Chance: 12%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 11, 18 Dex, 9 Int
Crackling Quarterstaff
Physical Damage: 5-22
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 16, 25 Dex, 12 Int
local weapon implicit hidden added maximum lightning damage [35]
local weapon implicit hidden added minimum lightning damage [1]
local weapon implicit hidden added minimum lightning damage [1]
Crescent Quarterstaff
Physical Damage: 19-39
Critical Hit Chance: 10%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 20, 30 Dex, 14 Int
Steelpoint Quarterstaff
Physical Damage: 28-51
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 28, 41 Dex, 18 Int
Slicing Quarterstaff
Physical Damage: 29-60
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 33, 47 Dex, 20 Int
Barrier Quarterstaff
Physical Damage: 35-58
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 37, 52 Dex, 22 Int
+(12—18)% to Block chance
Hefty Quarterstaff
Physical Damage: 39-81
Critical Hit Chance: 10%
Attacks per Second: 1.3
Weapon Range: 1.4
Requires: Level 45, 63 Dex, 26 Int
Smooth Quarterstaff
Physical Damage: 59-79
Critical Hit Chance: 0%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 49, 68 Dex, 28 Int
Anima Quarterstaff
Physical Damage: 47-79
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 52, 72 Dex, 29 Int
Graceful Quarterstaff
Physical Damage: 47-87
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 56, 77 Dex, 31 Int
Wyrm Quarterstaff
Physical Damage: 57-94
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 65, 89 Dex, 36 Int
Chain Flail
Physical Damage: 8-14
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 6, 12 Str
Holy Flail
Physical Damage: 10-17
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 11, 18 Str, 9 Int
Iron Flail
Physical Damage: 14-23
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 16, 25 Str, 12 Int
Twin Flail
Physical Damage: 8-18
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 20, 30 Str, 14 Int
Slender Flail
Physical Damage: 19-32
Critical Hit Chance: 8%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 26, 38 Str, 17 Int
Stone Flail
Physical Damage: 23-38
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 33, 47 Str, 20 Int
Unblockable
Ring Flail
Physical Damage: 23-44
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 38, 54 Str, 23 Int
Guarded Flail
Physical Damage: 31-57
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 45, 63 Str, 26 Int
Icicle Flail
Cold Damage: 24-55
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 47, 66 Str, 27 Int
local weapon implicit hidden % base damage is cold [100]
Tearing Flail
Physical Damage: 27-56
Critical Hit Chance: 12.5%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 52, 72 Str, 29 Int
Great Flail
Physical Damage: 35-58
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 58, 80 Str, 32 Int
Abyssal Flail
Physical Damage: 36-66
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 89 Str, 36 Int
[DNT] Slivered Flail
Physical Damage: 37-68
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 67, 89 Str, 36 Int
[DNT] Shackled Flail
Physical Damage: 39-72
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 72, 89 Str, 36 Int
[DNT] Righteous Flail
Physical Damage: 41-76
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 77, 89 Str, 36 Int
[DNT] Ferric Flail
Physical Damage: 41-76
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 78, 89 Str, 36 Int
[DNT] Twofold Flail
Physical Damage: 41-76
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 79, 89 Str, 36 Int
[DNT] Winding Flail
Physical Damage: 41-76
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 77, 89 Str, 36 Int
[DNT] Boulder Flail
Physical Damage: 40-74
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 75, 89 Str, 36 Int
[DNT] Banded Flail
Physical Damage: 41-76
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 78, 89 Str, 36 Int
Warden Bow
Physical Damage: 12-20
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 11, 23 Dex
(25—35)% chance to Chain an additional time
Dualstring Bow
Physical Damage: 19-35
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 28, 52 Dex
+50% Surpassing chance to fire an additional Arrow
Cultist Bow
Physical Damage: 22-36
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 33, 60 Dex
local weapon implicit hidden added maximum chaos damage [19]
local weapon implicit hidden added minimum chaos damage [7]
local weapon implicit hidden added minimum chaos damage [7]
Artillery Bow
Physical Damage: 39-72
Critical Hit Chance: 5%
Attacks per Second: 1.1
Requires: Level 45, 80 Dex
50% reduced Projectile Range
Greatbow
Physical Damage: 40-82
Critical Hit Chance: 6.5%
Attacks per Second: 1.15
Requires: Level 52, 92 Str, 92 Dex
Tense Crossbow
Physical Damage: 8-15
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.85
Requires: Level 4, 8 Str, 8 Dex
(20—30)% increased Bolt Speed
Sturdy Crossbow
Physical Damage: 11-26
Critical Hit Chance: 5%
Attacks per Second: 1.55
Reload Time: 0.75
Requires: Level 10, 13 Str, 13 Dex
Varnished Crossbow
Physical Damage: 12-36
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.8
Requires: Level 16, 19 Str, 19 Dex
Dyad Crossbow
Physical Damage: 9-37
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 1.1
Requires: Level 20, 22 Str, 22 Dex
Loads an additional bolt
Alloy Crossbow
Physical Damage: 12-50
Critical Hit Chance: 5%
Attacks per Second: 1.7
Reload Time: 0.7
Requires: Level 26, 28 Str, 28 Dex
Bombard Crossbow
Physical Damage: 14-56
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.75
Requires: Level 33, 34 Str, 34 Dex
Construct Crossbow
Physical Damage: 18-72
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.8
Requires: Level 38, 39 Str, 39 Dex
Blackfire Crossbow
Physical Damage: 20-80
Critical Hit Chance: 7%
Attacks per Second: 1.6
Reload Time: 0.85
Requires: Level 45, 45 Str, 45 Dex
Piercing Crossbow
Physical Damage: 21-84
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.85
Requires: Level 50, 49 Str, 49 Dex
(20—30)% chance to Pierce an Enemy
Cumbrous Crossbow
Physical Damage: 19-76
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.9
Requires: Level 52, 51 Str, 51 Dex
+1 to maximum number of Summoned Ballista Totems
Dedalian Crossbow
Physical Damage: 25-99
Critical Hit Chance: 7%
Attacks per Second: 1.55
Reload Time: 0.85
Requires: Level 56, 55 Str, 55 Dex
Esoteric Crossbow
Physical Damage: 28-113
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.8
Requires: Level 65, 63 Str, 63 Dex
Nettle Talisman
Physical Damage: 12-20
Critical Hit Chance: 11%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 5, 9 Str, 8 Int
Cinderbark Talisman
Physical Damage: 12.6-25.2
Fire Damage: 5.4-10.8
Critical Hit Chance: 8%
Attacks per Second: 1.2
Weapon Range: 1.2
Requires: Level 10, 15 Str, 11 Int
Familial Talisman
Physical Damage: 20-34
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 16, 21 Str, 16 Int
Minions deal (30—50)% increased Damage
Frenzied Talisman
Physical Damage: 23-38
Critical Hit Chance: 8%
Attacks per Second: 1.4
Weapon Range: 1.2
Requires: Level 22, 28 Str, 20 Int
Primal Talisman
Physical Damage: 31-46
Critical Hit Chance: 9%
Attacks per Second: 1.3
Weapon Range: 1.2
Requires: Level 28, 34 Str, 25 Int
+(14—18)% to Block chance
Rabid Talisman
Physical Damage: 31-58
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 34, 40 Str, 29 Int
+(7—10) to Maximum Rage
Vicious Talisman
Physical Damage: 43-71
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 40, 47 Str, 34 Int
Voltfang Talisman
Physical Damage: 16.1-91
Lightning Damage: 6.9-39
Critical Hit Chance: 8%
Attacks per Second: 1.3
Weapon Range: 1.2
Requires: Level 46, 53 Str, 38 Int
Lumbering Talisman
Physical Damage: 71-107
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.2
Requires: Level 52, 60 Str, 43 Int
Roaring Talisman
Physical Damage: 57-96
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 58, 66 Str, 47 Int
+(7—10) to Maximum Rage
Wingbeat Talisman
Physical Damage: 45-83
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.2
Requires: Level 65, 74 Str, 52 Int
Condemned Talisman
Physical Damage: 68-113
Critical Hit Chance: 9%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 65, 74 Str, 52 Int
(10—20)% increased Effect of your Mark Skills
Visceral Quiver
Requires: Level 65
Calescent Hammer
Physical Damage: 22-37
Fire Damage: 22-37
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 45, 80 Str
local weapon implicit hidden % base damage is fire [50]
Flared Mace
Physical Damage: 33-50
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 48, 86 Str
Battle Pick
Physical Damage: 35-47
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 51, 91 Str
+(5—10)% to Critical Damage Bonus
Marching Mace
Physical Damage: 33-69
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 54, 96 Str
Runeforged Marching Mace
Physical Damage: 46-96
Critical Hit Chance: 7.5%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 65, 114 Str
Bandit Mace
Physical Damage: 45-61
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 59, 104 Str
Structured Hammer
Physical Damage: 49-60
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 62, 109 Str
Snakewood Greathammer
Physical Damage: 62-115
Critical Hit Chance: 5%
Attacks per Second: 1.05
Weapon Range: 1.5
Requires: Level 45, 80 Str
Causes (20—40)% increased Stun Buildup
Blacksmith Maul
Physical Damage: 75-102
Critical Hit Chance: 5%
Attacks per Second: 1.05
Weapon Range: 1.5
Requires: Level 48, 86 Str
Crushes Enemies on Hit
Zealot Greathammer
Physical Damage: 70-95
Critical Hit Chance: 5%
Attacks per Second: 1.05
Weapon Range: 1.5
Requires: Level 51, 91 Str
Strikes deal Splash Damage
Solemn Maul
Physical Damage: 59-123
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 54, 96 Str
Heavy Greathammer
Physical Damage: 94-127
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 59, 104 Str
Disintegrating Maul
Physical Damage: 92-112
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 62, 109 Str
Reaching Quarterstaff
Physical Damage: 35-72
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 45, 63 Dex, 26 Int
Barbarous Quarterstaff
Physical Damage: 42-71
Critical Hit Chance: 12%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 48, 67 Dex, 27 Int
Arcing Quarterstaff
Physical Damage: 14-55
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 51, 71 Dex, 29 Int
local weapon implicit hidden added maximum lightning damage [75]
local weapon implicit hidden added minimum lightning damage [1]
local weapon implicit hidden added minimum lightning damage [1]
Waxing Quarterstaff
Physical Damage: 39-82
Critical Hit Chance: 10%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 54, 75 Dex, 30 Int
Bladed Quarterstaff
Physical Damage: 45-94
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 59, 81 Dex, 33 Int
Guardian Quarterstaff
Physical Damage: 52-86
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 62, 85 Dex, 34 Int
+(12—18)% to Block chance
Protector Bow
Physical Damage: 35-53
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 48, 86 Dex
(25—35)% chance to Chain an additional time
Twin Bow
Physical Damage: 32-60
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 54, 96 Dex
+50% Surpassing chance to fire an additional Arrow
Adherent Bow
Physical Damage: 35-59
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 59, 104 Dex
local weapon implicit hidden added maximum chaos damage [32]
local weapon implicit hidden added minimum chaos damage [14]
local weapon implicit hidden added minimum chaos damage [14]
Taut Crossbow
Physical Damage: 20-79
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.85
Requires: Level 45, 45 Str, 45 Dex
(20—30)% increased Bolt Speed
Robust Crossbow
Physical Damage: 22-89
Critical Hit Chance: 5%
Attacks per Second: 1.55
Reload Time: 0.75
Requires: Level 48, 48 Str, 48 Dex
Painted Crossbow
Physical Damage: 23-92
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.8
Requires: Level 51, 50 Str, 50 Dex
Twin Crossbow
Physical Damage: 20-82
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 1.1
Requires: Level 54, 53 Str, 53 Dex
Loads an additional bolt
Cannonade Crossbow
Physical Damage: 23-90
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.75
Requires: Level 59, 58 Str, 58 Dex
Bleak Crossbow
Physical Damage: 27-109
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.8
Requires: Level 62, 60 Str, 60 Dex
Steelhead Spear
Grants Skill: Spear Throw
Physical Damage: 33-44
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 45, 26 Str, 63 Dex
Coursing Spear
Grants Skill: Spear Throw
Physical Damage: 31-52
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 48, 27 Str, 67 Dex
Swift Spear
Grants Skill: Spear Throw
Physical Damage: 32-53
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 51, 29 Str, 71 Dex
(25—35)% increased Projectile Speed with this Weapon
Branched Spear
Grants Skill: Spear Throw
Physical Damage: 23-69
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 54, 30 Str, 75 Dex
Jagged Spear
Grants Skill: Spear Throw
Physical Damage: 33-61
Critical Hit Chance: 6%
Attacks per Second: 1.5
Weapon Range: 1.5
Requires: Level 59, 33 Str, 81 Dex
Bleeding you inflict deals Damage (10—20)% faster
Massive Spear
Grants Skill: Spear Throw
Physical Damage: 46-69
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.5
Requires: Level 62, 40 Str, 80 Dex
Howling Talisman
Physical Damage: 52-78
Critical Hit Chance: 9%
Attacks per Second: 1.3
Weapon Range: 1.2
Requires: Level 55, 63 Str, 45 Int
+(14—18)% to Block chance
Fury Talisman
Physical Damage: 49-91
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 59, 67 Str, 48 Int
+(7—10) to Maximum Rage
Cruel Talisman
Physical Damage: 62-103
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 63, 72 Str, 51 Int
Runeforged Wooden Club
Physical Damage: 83-138
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 38, 68 Str
(20—30)% increased Area of Effect for Attacks
Runemastered Wooden Club
Physical Damage: 132-220
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 55, 97 Str
(20—30)% increased Area of Effect for Attacks
Runeforged Slim Mace
Physical Damage: 48-72.5
Cold Damage: 48-72.5
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 38, 68 Str
local weapon implicit hidden % base damage is cold [50]
Runeforged Spiked Club
Physical Damage: 56-93
Critical Hit Chance: 5%
Attacks per Second: 1.5
Weapon Range: 1.3
Requires: Level 40, 72 Str
Runeforged Warpick
Physical Damage: 75-102
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 38, 68 Str
(30—40)% increased effect of Fully Broken Armour
Runeforged Kalguuran Forgehammer
Physical Damage: 59-99
Critical Hit Chance: 5%
Attacks per Second: 1.75
Weapon Range: 1.3
Requires: Level 65
Has 3 Sockets
Runeforged Kalguuran Forgehammer
Physical Damage: 98-163
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65
Has 3 Sockets
Runeforged Kalguuran Forgehammer
Physical Damage: 59-99
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65
Has 3 Sockets
Runeforged Kalguuran Forgehammer
Physical Damage: 59-99
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65
Has 3 Sockets
+(100—150) to maximum Runic Ward
Runeforged Morning Star
Fire Damage: 90-134
Critical Hit Chance: 6.5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
local weapon implicit hidden % base damage is fire [100]
Runeforged Felled Greatclub
Physical Damage: 146-197
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 38, 68 Str
Runemastered Felled Greatclub
Physical Damage: 217-293
Critical Hit Chance: 10%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 55, 97 Str
Runeforged Oak Greathammer
Physical Damage: 73-135
Critical Hit Chance: 5%
Attacks per Second: 1
Weapon Range: 1.5
Requires: Level 38, 68 Str
Causes (20—40)% increased Stun Buildup
Runemastered Oak Greathammer
Physical Damage: 111-207
Critical Hit Chance: 5%
Attacks per Second: 1
Weapon Range: 1.5
Requires: Level 55, 97 Str
Causes (20—40)% increased Stun Buildup
Runeforged Forge Maul
Physical Damage: 147-199
Critical Hit Chance: 10%
Attacks per Second: 1.05
Weapon Range: 1.5
Requires: Level 40, 72 Str
Crushes Enemies on Hit
Runeforged Studded Greatclub
Physical Damage: 23.5-62.25
Lightning Damage: 70.5-186.75
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 38, 68 Str
local weapon implicit hidden % base damage is lightning [75]
Runemastered Studded Greatclub
Physical Damage: 15.5-140.25
Lightning Damage: 46.5-420.75
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 55, 97 Str
local weapon implicit hidden % base damage is lightning [75]
Runeforged Cultist Greathammer
Physical Damage: 144-194
Critical Hit Chance: 5%
Attacks per Second: 1.05
Weapon Range: 1.5
Requires: Level 40, 72 Str
Strikes deal Splash Damage
(20—30)% increased Bleeding Duration
Runeforged Temple Maul
Physical Damage: 64-134
Critical Hit Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.5
Requires: Level 55, 76 Str, 40 Dex
Runeforged Leaden Greathammer
Physical Damage: 132-179
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 55, 60 Str, 50 Int
Runeforged Crumbling Maul
Physical Damage: 105-128
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 55, 97 Str
Runeforged Pointed Maul
Physical Damage: 125-188
Critical Hit Chance: 6.5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 65, 114 Str
Strikes deal Splash Damage
Runeforged Hardwood Spear
Grants Skill: Spear Throw
Physical Damage: 24-45
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 40, 23 Str, 56 Dex
Runeforged Ironhead Spear
Grants Skill: Spear Throw
Physical Damage: 40-54
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 38, 23 Str, 54 Dex
Runemastered Ironhead Spear
Grants Skill: Spear Throw
Physical Damage: 94-127
Critical Hit Chance: 5%
Attacks per Second: 1.25
Weapon Range: 1.5
Requires: Level 55, 31 Str, 76 Dex
Runeforged Hunting Spear
Grants Skill: Spear Throw
Physical Damage: 65-108
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 38, 23 Str, 54 Dex
Runeforged Winged Spear
Grants Skill: Spear Throw
Lightning Damage: 0-125
Critical Hit Chance: 5%
Attacks per Second: 1.7
Weapon Range: 1.5
Requires: Level 40, 23 Str, 56 Dex
local weapon implicit hidden % base damage is lightning [100]
Runeforged War Spear
Grants Skill: Spear Throw
Physical Damage: 59-98
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 40, 23 Str, 56 Dex
(25—35)% increased Projectile Speed with this Weapon
Runeforged Forked Spear
Grants Skill: Spear Throw
Physical Damage: 8-57
Critical Hit Chance: 7%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 55, 31 Str, 76 Dex
Runeforged Barbed Spear
Grants Skill: Spear Throw
Physical Damage: 26.52-49.3
Fire Damage: 51.48-95.7
Critical Hit Chance: 6%
Attacks per Second: 1.5
Weapon Range: 1.5
Requires: Level 55, 31 Str, 76 Dex
Bleeding you inflict deals Damage (10—20)% faster
local weapon implicit hidden % base damage is fire [66]
Runeforged Wrapped Quarterstaff
Physical Damage: 93-155
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 38, 54 Dex, 23 Int
Runeforged Long Quarterstaff
Physical Damage: 21-43
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 38, 54 Dex, 23 Int
Runemastered Long Quarterstaff
Cold Damage: 43-89
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 55, 76 Dex, 31 Int
local weapon implicit hidden % base damage is cold [100]
Runeforged Gothic Quarterstaff
Fire Damage: 80-134
Critical Hit Chance: 12%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 38, 54 Dex, 23 Int
local weapon implicit hidden % base damage is fire [100]
Runemastered Gothic Quarterstaff
Fire Damage: 118-196
Critical Hit Chance: 12%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 55, 76 Dex, 31 Int
local weapon implicit hidden % base damage is fire [100]
Ignites you inflict deal Damage (30—40)% faster
Runeforged Crescent Quarterstaff
Cold Damage: 39-81
Lightning Damage: 39-81
Critical Hit Chance: 10%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 40, 56 Dex, 23 Int
local weapon implicit hidden % base damage is cold [50]
local weapon implicit hidden % base damage is lightning [50]
Runeforged Steelpoint Quarterstaff
Physical Damage: 90-167
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 40, 56 Dex, 23 Int
Runeforged Crude Bow
Chaos Damage: 42-62
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 55, 97 Dex
local weapon implicit hidden % base damage is chaos [100]
Runeforged Shortbow
Physical Damage: 44-81
Critical Hit Chance: 5%
Attacks per Second: 1.4
Requires: Level 55, 97 Dex
Projectiles have 50% chance for an additional Projectile when Forking
Runeforged Dualstring Bow
Physical Damage: 45-83
Critical Hit Chance: 6.5%
Attacks per Second: 1.15
Requires: Level 55, 97 Dex
+50% Surpassing chance to fire an additional Arrow
Runeforged Zealot Bow
Physical Damage: 44-67
Critical Hit Chance: 10%
Attacks per Second: 1.2
Requires: Level 55, 97 Dex
local weapon implicit hidden added maximum chaos damage [19]
local weapon implicit hidden added minimum chaos damage [7]
local weapon implicit hidden added minimum chaos damage [7]
Runeforged Makeshift Crossbow
Physical Damage: 41.25-77
Cold Damage: 33.75-63
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.8
Requires: Level 38, 39 Str, 39 Dex
local weapon implicit hidden % base damage is cold [45]
Runeforged Tense Crossbow
Physical Damage: 44-83
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.85
Requires: Level 38, 39 Str, 39 Dex
Runemastered Tense Crossbow
Physical Damage: 62-115
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.6
Requires: Level 55, 54 Str, 54 Dex
Runeforged Sturdy Crossbow
Physical Damage: 4.65-41.4
Lightning Damage: 26.35-234.6
Critical Hit Chance: 7%
Attacks per Second: 1.6
Reload Time: 0.85
Requires: Level 38, 39 Str, 39 Dex
local weapon implicit hidden added maximum lightning damage [67]
local weapon implicit hidden added minimum lightning damage [0]
local weapon implicit hidden added minimum lightning damage [0]
local weapon implicit hidden % base damage is lightning [85]
Runeforged Dyad Crossbow
Physical Damage: 32-127
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 1.1
Requires: Level 40, 40 Str, 40 Dex
Runemastered Dyad Crossbow
Physical Damage: 43-171
Critical Hit Chance: 7%
Attacks per Second: 1.6
Reload Time: 0.75
Requires: Level 65, 63 Str, 63 Dex
Runeforged Bombard Crossbow
Physical Damage: 21-85
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.75
Requires: Level 55, 54 Str, 54 Dex
Runeforged Changeling Talisman
Physical Damage: 91-151
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 38, 45 Str, 32 Int
Runeforged Nettle Talisman
Physical Damage: 51-86
Critical Hit Chance: 11%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 38, 45 Str, 32 Int
Runemastered Nettle Talisman
Physical Damage: 68-114
Critical Hit Chance: 11%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 55, 63 Str, 45 Int
Runeforged Familial Talisman
Physical Damage: 54-91
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 38, 45 Str, 32 Int
Minions deal (30—50)% increased Damage
Runemastered Familial Talisman
Physical Damage: 73-122
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 55, 63 Str, 45 Int
Minions deal (51—100)% increased Damage
Runeforged Vicious Talisman
Physical Damage: 123-205
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 65, 74 Str, 52 Int
Flanged Mace
Physical Damage: 45-67
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.3
Requires: Level 67, 134 Str
Crown Mace
Physical Damage: 43-89
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 72, 149 Str
Molten Hammer
Physical Damage: 35.5-59
Fire Damage: 35.5-59
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 77, 163 Str
local weapon implicit hidden % base damage is fire [50]
Strife Pick
Physical Damage: 49-66
Critical Hit Chance: 7%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 78, 163 Str
+(5—10)% to Critical Damage Bonus
Fortified Hammer
Physical Damage: 60-73
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 79, 163 Str
Marauding Mace
Physical Damage: 51-84
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 77, 163 Str
Akoyan Club
Physical Damage: 46-76
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 78, 163 Str
Anvil Maul
Physical Damage: 101-136
Critical Hit Chance: 5%
Attacks per Second: 1.05
Weapon Range: 1.5
Requires: Level 67, 134 Str
Crushes Enemies on Hit
Sacred Maul
Physical Damage: 76-158
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 72, 149 Str
Ironwood Greathammer
Physical Damage: 105-196
Critical Hit Chance: 5%
Attacks per Second: 1
Weapon Range: 1.5
Requires: Level 77, 163 Str
Causes (30—50)% increased Stun Buildup
Fanatic Greathammer
Physical Damage: 101-137
Critical Hit Chance: 5%
Attacks per Second: 1.05
Weapon Range: 1.5
Requires: Level 78, 163 Str
Strikes deal Splash Damage
Ruination Maul
Physical Damage: 104-127
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 79, 163 Str
Massive Greathammer
Physical Damage: 119-161
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 77, 163 Str
Tawhoan Greatclub
Physical Damage: 113-153
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 78, 163 Str
Aberrant Sledge
Physical Damage: 74-154
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 70, 163 Str
Runemastered Aberrant Sledge
Physical Damage: 151-315
Critical Hit Chance: 5%
Attacks per Second: 1
Weapon Range: 1.5
Requires: Level 70, 163 Str
Runemastered Aberrant Sledge
Physical Damage: 74-154
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 70, 163 Str
Skills which create Fissures have a 50% chance to create an additional Fissure
Runemastered Aberrant Sledge
Physical Damage: 74-154
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 70, 163 Str
(200—300)% increased Freeze Buildup
Runemastered Aberrant Sledge
Physical Damage: 29.6-61.6
Cold Damage: 118.4-246.4
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.5
Requires: Level 70, 163 Str
local weapon implicit hidden % base damage is cold [80]
Sinister Quarterstaff
Physical Damage: 55-91
Critical Hit Chance: 12%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 67, 104 Dex, 41 Int
Lunar Quarterstaff
Physical Damage: 50-103
Critical Hit Chance: 10%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 72, 115 Dex, 46 Int
Striking Quarterstaff
Physical Damage: 53-111
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 77, 127 Dex, 50 Int
Bolting Quarterstaff
Physical Damage: 24-97
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 78, 127 Dex, 50 Int
local weapon implicit hidden added maximum lightning damage [100]
local weapon implicit hidden added minimum lightning damage [1]
local weapon implicit hidden added minimum lightning damage [1]
Aegis Quarterstaff
Physical Damage: 58-97
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 79, 127 Dex, 50 Int
+(12—18)% to Block chance
Razor Quarterstaff
Physical Damage: 65-108
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 77, 127 Dex, 50 Int
Skullcrusher Quarterstaff
Physical Damage: 59-122
Critical Hit Chance: 10%
Attacks per Second: 1.3
Weapon Range: 1.4
Requires: Level 75, 127 Dex, 50 Int
Dreaming Quarterstaff
Physical Damage: 99-133
Critical Hit Chance: 0%
Attacks per Second: 1.5
Weapon Range: 1.4
Requires: Level 78, 127 Dex, 50 Int
Warding Quarterstaff
Physical Damage: 51-85
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 65, 127 Dex, 50 Int
+(30—50) to maximum Runic Ward
Runemastered Warding Quarterstaff
Physical Damage: 51-85
Critical Hit Chance: 10%
Attacks per Second: 1.6
Weapon Range: 1.4
Requires: Level 65, 127 Dex, 50 Int
+(30—50) to maximum Runic Ward
Runemastered Warding Quarterstaff
Physical Damage: 51-85
Critical Hit Chance: 15%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 65, 127 Dex, 50 Int
+(30—50) to maximum Runic Ward
Runemastered Warding Quarterstaff
Physical Damage: 85-141
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 65, 127 Dex, 50 Int
+(30—50) to maximum Runic Ward
Guardian Bow
Physical Damage: 53-88
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 77, 163 Dex
(25—35)% chance to Chain an additional time
Gemini Bow
Physical Damage: 39-72
Critical Hit Chance: 5%
Attacks per Second: 1.15
Requires: Level 78, 163 Dex
+50% Surpassing chance to fire an additional Arrow
Fanatic Bow
Physical Damage: 47-79
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 79, 163 Dex
local weapon implicit hidden added maximum chaos damage [64]
local weapon implicit hidden added minimum chaos damage [28]
local weapon implicit hidden added minimum chaos damage [28]
Obliterator Bow
Physical Damage: 62-115
Critical Hit Chance: 5%
Attacks per Second: 1.1
Requires: Level 78, 163 Dex
50% reduced Projectile Range
Stout Crossbow
Physical Damage: 30-119
Critical Hit Chance: 5%
Attacks per Second: 1.55
Reload Time: 0.75
Requires: Level 67, 74 Str, 74 Dex
Engraved Crossbow
Physical Damage: 31-124
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.8
Requires: Level 72, 82 Str, 82 Dex
Flexed Crossbow
Physical Damage: 32-127
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.85
Requires: Level 77, 89 Str, 89 Dex
(20—30)% increased Bolt Speed
Gemini Crossbow
Physical Damage: 28-112
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 1.1
Requires: Level 78, 89 Str, 89 Dex
Loads an additional bolt
Siege Crossbow
Physical Damage: 29-115
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.75
Requires: Level 79, 89 Str, 89 Dex
Desolate Crossbow
Physical Damage: 33-132
Critical Hit Chance: 5%
Attacks per Second: 1.6
Reload Time: 0.8
Requires: Level 77, 89 Str, 89 Dex
Elegant Crossbow
Physical Damage: 31-123
Critical Hit Chance: 5%
Attacks per Second: 1.65
Reload Time: 0.85
Requires: Level 78, 89 Str, 89 Dex
(20—30)% chance to Pierce an Enemy
Trarthan Cannon
Physical Damage: 58-134
Critical Hit Chance: 5%
Attacks per Second: 1.4
Requires: Level 65, 114 Str, 63 Dex
Cannot load or fire Ammunition
Orichalcum Spear
Grants Skill: Spear Throw
Physical Damage: 46-62
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 67, 41 Str, 104 Dex
Soaring Spear
Grants Skill: Spear Throw
Physical Damage: 35-65
Critical Hit Chance: 5%
Attacks per Second: 1.7
Weapon Range: 1.5
Requires: Level 70, 41 Str, 115 Dex
Pronged Spear
Grants Skill: Spear Throw
Physical Damage: 30-89
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 72, 46 Str, 115 Dex
Stalking Spear
Grants Skill: Spear Throw
Physical Damage: 47-79
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 77, 50 Str, 127 Dex
Flying Spear
Grants Skill: Spear Throw
Physical Damage: 46-77
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 78, 50 Str, 127 Dex
(25—35)% increased Projectile Speed with this Weapon
Grand Spear
Grants Skill: Spear Throw
Physical Damage: 56-84
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.5
Requires: Level 79, 68 Str, 109 Dex
Spiked Spear
Grants Skill: Spear Throw
Physical Damage: 41-76
Critical Hit Chance: 6%
Attacks per Second: 1.5
Weapon Range: 1.5
Requires: Level 77, 50 Str, 127 Dex
Bleeding you inflict deals Damage (10—20)% faster
Guardian Spear
Grants Skill: Spear Throw
Physical Damage: 38-79
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 75, 50 Str, 127 Dex
Akoyan Spear
Grants Skill: Spear Throw
Physical Damage: 39-72
Critical Hit Chance: 7%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 78, 50 Str, 127 Dex, 90 Int
Spiny Talisman
Physical Damage: 60-99
Critical Hit Chance: 11%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 67, 86 Str, 65 Int
Ashbark Talisman
Physical Damage: 50.4-105
Fire Damage: 21.6-45
Critical Hit Chance: 8%
Attacks per Second: 1.2
Weapon Range: 1.2
Requires: Level 72, 94 Str, 67 Int
Fang Talisman
Physical Damage: 70-116
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 77, 89 Str, 68 Int
Minions deal (30—50)% increased Damage
Fungal Talisman
Physical Damage: 59-98
Critical Hit Chance: 8%
Attacks per Second: 1.4
Weapon Range: 1.2
Requires: Level 78, 96 Str, 70 Int
Alpha Talisman
Physical Damage: 63-94
Critical Hit Chance: 9%
Attacks per Second: 1.3
Weapon Range: 1.2
Requires: Level 75, 98 Str, 72 Int
+(14—18)% to Block chance
Maji Talisman
Physical Damage: 61-114
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 79, 100 Str, 67 Int
+(7—10) to Maximum Rage
Wildwood Talisman
Physical Damage: 67-112
Critical Hit Chance: 8%
Attacks per Second: 1.25
Weapon Range: 1.2
Requires: Level 70, 98 Str, 72 Int
Thunder Talisman
Physical Damage: 23.1-130.9
Lightning Damage: 9.9-56.1
Critical Hit Chance: 8%
Attacks per Second: 1.3
Weapon Range: 1.2
Requires: Level 77, 102 Str, 72 Int
Jade Talisman
Physical Damage: 101-151
Critical Hit Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.2
Requires: Level 78, 109 Str, 65 Int
Warding Rune of Equinox
Stack Size: 1 / 10
Limited to: 1
Requires: Level 45
Caster Weapon: 40% less Mana Regeneration Rate, Mana Recovery from Regeneration is also applied to Runic Ward
Rune of Consistency
Stack Size: 1 / 10
Limited to: 1
Requires: Level 15
Legacy of Bristleboar
Limited to: 1 Aldur's Legacy
Requires: Level 65
Legacy of Erian's Cobble
Limited to: 1 Aldur's Legacy
Requires: Level 65
Helmets: +30 to Accuracy Rating, +10 to maximum Life, +10 to maximum Mana, 10% increased Rarity of Items found, 10% increased Critical Hit Chance, +5 to all Attributes, +5% to all Elemental Resistances, 3 Life Regeneration per second
Legacy of The Smiling Knight
Limited to: 1 Aldur's Legacy
Requires: Level 65
Legacy of Northpaw
Limited to: 1 Aldur's Legacy
Requires: Level 65
Legacy of Briarpatch
Limited to: 1 Aldur's Legacy
Requires: Level 65
Legacy of Hoghunt
Limited to: 1 Aldur's Legacy
Requires: Level 65
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.
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire. Consumes a Cold Infusion if possible to fire many sparks in a circle.
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Mark a target. The next Critical Hit the target receives Activates the Mark, Consuming it to deal extra damage and grant you a Frenzy Charge.
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. Can also be used on Ball Lightning Projectiles. On teleport, 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. Highlights enemies that can be Culled.
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. On teleport, the target is destroyed, and the explosion deals Physical damage to surrounding enemies and inflicts Impale.
Rain a storm of flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, creating a much larger storm 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.
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. Cannot gain fuel while using this skill.
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.
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.
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.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
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.
Create a wall of Fire in front of you, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. If the Eye passes over an Elemental Ground Surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
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.
Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.
[DNT] Convene the surrounding earth into an immense boulder to crash down, dealing high damage at the targeted location after a short delay.
Uplift a volcano from the earth, damaging enemies standing on it and releasing a spray of molten Projectiles. While the volcano persists, Slamming it will cause another Projectile spray. Channelling this Skill for longer makes the initial eruption more violent, but does not affect subsequent Projectile sprays.
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
Simultaneously fires a Physical Projectile and a Chaos Projectile at the target. These projectiles Chain through any number of Cursed targets.
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
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 Trigger the Magma Spray skill and grant you an Endurance Charge.
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
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, making it more likely to Critically Hit enemies on full life.
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.
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.
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.
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. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
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. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
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 it Critically Hits an enemy.
Supports skills you use yourself, causing them to Trigger a Chaos Damage nova when breaking Enemy Energy Shield.
Supports Curse Skills. Supported Skills create an area which Curses Enemies within it, and spawns Witchtoads in that area. Witchtoads leap at eneimes that get close, and seek out Cursed enemies with higher aggression. Dark Consequences will be Triggered when they hit enemies with their leap, violently exploding the Witchtoad.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Summon Kelari, an invulnerable Sand Djinn Minion, to do your bidding. Kelari will only act when you Command him to do so. Kelari delivers swift Hits with massive Critical Hit potential.
Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
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. Cannot Support Skills which consume Power Charges.
Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
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.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Supports Melee Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting Hobble on you. The second and third Attacks in sequence will powerfully scale chance to Critically Hit and overall damage, respectively, at which point the cycle will reset. Cannot Support Channelling Skills.
Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
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.
While active, ethereal bells periodically appear near you. Your Hits immediately destroy the bells, creating a shockwave that damages nearby enemies and causes a Heavy Stun on enemies that are Primed for Stun. The bells are themselves always Primed for Stun, they can be Culled, and Hits against them are always Critical Hits.
Attaches an ethereal bell to your back. Critical Hits with other Skills will cause the bell to ring out, damaging nearby enemies.
[DNT-UNUSED] Hunt em down
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. The Mark will Activate, Consuming itself to Trigger Blood Explosion, when they are Heavy Stunned, or when they are killed if they suffered enough Blood Loss. The Mark's duration does not expire while the Marked target is suffering Blood Loss.
Ready your Buckler to parry the next Hit you would take, 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.
While active, scatters caltrops in your wake when you dodge.
Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
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.
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.
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.
Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.
Supports Channelling Skills you use yourself. While Channelling Supported Skills, periodically gain stages of Deadly Resolve. Expend a stage of Deadly Resolve when an enemy Hits you to Trigger a deadly slash towards that enemy, dealing more damage based on your Armour.
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.
Supports Skills you use yourself which Hit enemies. Critical Hits with Supported Skills imbue all of your Attacks with Fire damage for a duration.
Supports Spells which Hit enemies. Supported Skills Daze on Critically Hitting enemies with Physical damage.
Hurl your Shield as a Projectile which Returns to you at the end of its flight. While the Shield is in flight, this skill is replaced with Embrace the Fall. This skill's cooldown is skipped if you catch the Shield as it Returns, or destroy an Ice Crystal with the Embrace the Fall.
Supports non-Channelling skill you use yourself that Hits enemies, causing it to gain Critical Hit chance based on Rage, but also remove all Rage upon Critically Hitting.
While active, Critical Hits with other skills that kill targets, or hit powerful targets cause you to gain Arctic Petals. Once you have enough Arctic Petals they will be Consumed to create Ice Crystals near the most recent target.
Target an area and Curse enemies within with a Verisium Rune, inflicting them with Fragility. Hitting these enemies causes the Curse to Trigger an explosion to deal damage in an area and apply significant Knockback to other enemies near the Cursed target, with more Stun buildup based on the Fragility on the target Hit.
Build Glory by spending Runic Ward. When you have maximum Glory, you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary Minion. Targeting close to you will cause you to jump back as you cast. Consumes a Verisium Infusion, if possible, to increase the number of Minions summoned .
Hit an enemy under the Culling Strike Threshold, causing them to violently explode, damaging surrounding enemies. Highlights enemies under the Culling Strike Threshold.
Spend Runic Ward to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of Cold damage.
Spend Runic Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage that is not based on your Weapon's damage and apply Electrocution buildup.
While active, Sprinting turns you into a locust swarm which deals Physical Attack damage, which is not based on your Weapon's damage, in an area around you. You take damage and gain Heavy Stun buildup if this Hits any targets, but damage you take from other sources while sprinting will not apply Heavy Stun or interrupt your sprinting.
Ascendancy: Stormweaver
Character: Sorceress
Trigger Elemental Storm on Critical Hit with Spells
Ascendancy: Invoker
Character: Monk
Trigger Elemental Expression on Melee Critical Hit
25% increased Critical Hit Chance with Traps
Arrows gain Critical Hit Chance as they travel farther, up to
40% increased Critical Hit Chance after 7 metres
40% increased Critical Hit Chance after 7 metres
+15 to Strength
Cannot be Critically Hit while Parrying
25% increased Damage if you've dealt a Critical Hit in the past 8 seconds
20% increased Critical Damage Bonus
50% increased Critical Hit Chance against Enemies that are on Full Life
15% increased Critical Hit Chance
15% increased Damage if you've dealt a Critical Hit in the past 8 seconds
15% increased Critical Hit Chance
+10 to Intelligence
20% increased Critical Hit Chance
20% reduced Critical Damage Bonus
50% increased Critical Hit Chance
60% increased Critical Damage Bonus
20% reduced Critical Hit Chance
25% increased Critical Hit Chance
10% reduced Critical Hit Chance
Minions deal 15% increased Damage
Druid: 16% increased Armour
Druid: 16% increased maximum Energy Shield
Druid: 20% increased Elemental Ailment Threshold
20% increased Physical Damage
15% increased Critical Spell Damage Bonus
20% increased Mana Regeneration Rate
15% increased Accuracy Rating
30% increased penalty to Accuracy Rating at range
Attacks gain increased Accuracy Rating equal to their Critical Hit Chance
30% reduced Damage
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
20% reduced Critical Hit Chance
Enemies you Mark cannot deal Critical Hits
Projectiles deal 25% increased Damage with Hits against Enemies further than 6m
15% increased Critical Spell Damage Bonus
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]
Archon recovery period expires 30% slower
Requires The Unseen Path
Can Attack as though using a Quarterstaff while both of your hand slots are empty
Unarmed Attacks that would use an Equipped Quarterstaff's damage have:
• Base Unarmed Physical damage replaced with damage based on their Skill Level
• 1% more Attack Speed per 75 Item Evasion on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Unarmed Attacks that would use an Equipped Quarterstaff's damage have:
• Base Unarmed Physical damage replaced with damage based on their Skill Level
• 1% more Attack Speed per 75 Item Evasion 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: Blood Mage
Character: Witch
Ascendancy: Blood Mage
Character: Witch
Ascendancy: Blood Mage
Character: Witch
Ascendancy: Stormweaver
Character: Sorceress
Ascendancy: Stormweaver
Character: Sorceress
Ascendancy: Gemling Legionnaire
Character: Mercenary
Ascendancy: Invoker
Character: Monk
Critical Hits ignore non-negative Enemy Monster Elemental Resistances
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
Gain additional Critical Hit Chance equal to 25% of excess chance to Hit with Attacks
(7—14)% increased Critical Hit Chance
(25—35)% increased Spell Damage
Brutal Restraint: Asenath
Can't use Helmets
Your Critical Hit Chance is Lucky
Your Damage with Critical Hits is Lucky
Enemies' Damage with Critical Hits against you is Lucky
Your Critical Hit Chance is Lucky
Your Damage with Critical Hits is Lucky
Enemies' Damage with Critical Hits against you is Lucky
Brutal Restraint: Nasima
You are Blind
Blind does not affect your Light Radius
25% more Melee Critical Hit Chance while Blinded
Blind does not affect your Light Radius
25% more Melee Critical Hit Chance while Blinded
80% increased Critical Hit Chance
3% reduced Accuracy Rating per 25 Tribute
2% increased Thorns damage per 10 Tribute
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 damage enemies, usually using your equipped Martial Weapon. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon's stats unless the 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 Martial Weapon's stats unless the 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.
Hollow Palm Technique
Can Attack as though using a Quarterstaff while both of your hand slots are empty
Unarmed Attacks that would use an Equipped Quarterstaff's damage have:
• Base Unarmed Physical damage replaced with damage based on their Skill Level
• 1% more Attack Speed per 75 Item Evasion on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Unarmed Attacks that would use an Equipped Quarterstaff's damage have:
• Base Unarmed Physical damage replaced with damage based on their Skill Level
• 1% more Attack Speed per 75 Item Evasion on Equipped Armour Items
• +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
Finality
Finality is a Buff that grants 100% increased Critical Hit Chance with Final Strikes, and makes your Strike skills skip to their Final Strike if they have one.
Skills cannot gain Combo while you have Finality.
Skills cannot gain Combo while you have Finality.
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.
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.
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.
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.
Sustained Skills using an independent Critical Hit Chance roll for each different time they deal damage is not Rerolling.
Legacy of Diamond
Legacy of Diamond is a Mage's Legacy which grants 75% increased Critical Hit Chance.
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.




























































































































































































































































































































