Gain Ref /112
Damage Gained as extra X
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
(80—120)% increased Spell Damage
Gain (5—10) Life per enemy killed
25% increased Mana Regeneration Rate
(50—70)% increased Evasion Rating
+(60—100) to maximum Mana
+(20—30)% to Fire Resistance
+(20—30)% to Cold Resistance
+(30—50) to maximum Mana
(100—150)% increased Armour
+(30—40)% to Fire Resistance
+(23—29)% to Chaos Resistance
+(150—200) to Stun Threshold
+(20—30) to maximum Mana
+(5—10) to Intelligence
(10—30)% increased Mana Regeneration Rate
+(20—30) to Strength
25% increased Light Radius
Grants effect of Guided Meteoric Shrine
(10—15)% reduced Attack Speed
(30—40)% increased Elemental Ailment Threshold
(200—250)% increased Evasion Rating
+(30—40) to Dexterity
25% increased Freeze Duration on Enemies
+(20—30) to Intelligence
25% increased Light Radius
Grants effect of Guided Freezing Shrine
+(20—30) to Dexterity
25% increased Light Radius
Grants effect of Guided Tempest Shrine
+(7—13) to all Attributes
23% reduced Light Radius
(-13—13)% reduced Skill Effect Duration
Grants effect of Dreaming Gloom Shrine
(10—20)% increased maximum Life
(10—20)% increased Cast Speed
+(20—30) to Intelligence
Supports Projectile skills, making those Projectiles travel faster, and causing increases and reductions to Projectile speed to also apply to Damage.
[DNT-UNUSED] Create a storm of deathly energies that Empowers your Mana-costing Spells with Cold damage while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. As the storm persists it creates slowly expanding Chilled Ground. Enemies that enter the eye of the storm are [Blinded]. When you leave the storm, or run out of Mana, the storm ends and unleashes a death-wave, damaging enemies on the Chilled Ground.
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
[DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Supports Spell Skills which cause Damaging Hits. Using supported Spells will cause you to Sacrifice a portion of your Life on use, gaining extra Chaos Damage in exchange. Does not support Persistent Skills, Minion Skills, or Triggered Skills.
Supports Skills which can fire Projectiles. Projectiles from Supported Skills always Fork when the initial Projectile Hits Frozen Enemies, but Supported Skills cannot build up Freeze themselves.
Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
Desert Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +12% to Fire Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Glacial Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +12% to Cold Resistance
Wand or Staff: 30% increased Freeze Buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Storm Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +12% to Lightning Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Desert Rune
Lesser Glacial Rune
Stack Size: 1 / 10
Armour: +10% to Cold Resistance
Wand or Staff: 30% increased Freeze Buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Storm Rune
Stack Size: 1 / 10
Armour: +10% to Lightning Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Desert Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +14% to Fire Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Glacial Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +14% to Cold Resistance
Wand or Staff: 30% increased Freeze Buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Storm Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +14% to Lightning Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Saqawal's Rune of the Sky
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Wand or Staff: 12% chance when collecting an Elemental Infusion to gain an
additional Elemental Infusion of the same type
additional Elemental Infusion of the same type
+20% to Fire Resistance
20% increased Freeze Buildup
+10 to Dexterity
15% increased effect of Fully Broken Armour
+10% to Chaos Resistance
40% reduced Effect of Chill on you
5% reduced maximum Life
Requires The Unseen Path
53% increased Life Cost of Skills
Requires The Unseen Path
Requires The Unseen Path
Ascendancy: Blood Mage
Character: Witch
50% less Life Recovery from Flasks
Gain 1 Life Flask Charge per 4% Life spent
Volatility
Volatility explodes after 4 seconds, dealing 100 Physical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile Power, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility.
Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.
Spirit Of The Owl
Players possessed by the Spirit Of The Owl have 60% increased Energy Shield, 80% increased Damage and Gain 20% of Damage as Extra Cold Damage.
Players will also periodically summon a spiritual Owl that conjures a Cold tornado.
Players will also periodically summon a spiritual Owl that conjures a Cold tornado.
Spirit Of The Stag
Players possessed by the Spirit Of The Stag have +30% to all Elemental Resistances, 30% increased Skill Speed, 15% increased Movement Speed and Gain 20% of Damage as Extra Lightning Damage.
Players will also periodically summon a spiritual Stag that calls down Lightning bolts.
Players will also periodically summon a spiritual Stag that calls down Lightning bolts.
Obelisk of Cleansing
An Obelisk of Cleansing is an object that activates once a player gets close enough; granting a 10 second Buff that grants 100% Item Rarity, 50% increased Defences and makes players Gain 30% of Damage as extra Lightning Damage.
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.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.

















