Skill Gem /126
Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Curse all enemies in an area, Slowing them and making other effects on them expire more slowly.
Curse all targets in an area after a short delay, making them deal less damage.
Mark a target. The next Critical Hit the target receives Consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Curse all targets in an area after a short delay, lowering their Chaos Resistance.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Emit an Aura that grants you and Allies in your Presence additional Total Energy Shield.
Curse all targets in an area after a short delay, lowering their Fire Resistance.
Curse all targets in an area after a short delay, lowering their Cold Resistance.
Curse all targets in an area after a short delay, lowering their Lightning Resistance.
Curse all targets in an area after a short delay, lowering their Elemental Resistances.
Emit an Aura that boosts the Fire Resistance of you and Allies in your Presence.
Emit an Aura that boosts the Cold Resistance of you and Allies in your Presence.
Emit an Aura that boosts the Lightning Resistance of you and Allies in your Presence.
Emit an Aura that boosts the Chaos Resistance of you and Allies in your Presence.
Ready a volley of arrows or spears, Empowering your next Barrageable Bow or Projectile Spear Attack to Repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
Afflict a single enemy with a Debuff that deals Chaos damage over time. If the enemy dies while affected by Contagion, it and all other Chaos damage over time Debuffs spread to nearby enemies and refresh their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to spread Contagion on hit.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.
While active, stores a portion of the Poison Damage you deal. Using this Skill unleashes the stored Poison to damage and Poison enemies around you.
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
Call down Lightning to hit all enemies in a cone in front of you, dealing significantly more damage to Shocked enemies. If there is a Shocked enemy in the target area, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
[DNT-UNUSED] Bring your axe down in a sweeping slash, creating a slash along a line in the ground, with a chance to cause bleeding.
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
Call down a mass of ice from the sky, dealing high damage at the targeted location. Targeting close to you will cause you to jump back as you cast. Consumes a Fire Infusion if possible to cause a devastating blast of ice and fire.
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.
Deploy a Ballista Totem that rains down a salvo of Pinning, Maiming bolts.
Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
[DNT] Create a storm of arcane energies that Empowers your Mana-costing Spells while you remain inside it. Maintaining the storm constantly drains your Mana, and spending more causes it to drain faster. The storm will dissipate when you exit it or run out of Mana.
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will grant you a Power Charge.
While active, causes you to periodically gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Capture the spirit of a defeated monster, transforming this gem to instead allow you to summon the monster's ghost as a Reviving Minion.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
Fire a rain of Toxic Pustules into the air. The Pustules deal damage on impact, then Detonate after a delay. They can also be Poisoned, causing them to Detonate faster and more violently.
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 create an explosion, granting you an Endurance Charge.
While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
While active, periodically grants stages of a buff that gives you more Evasion per stage. Being Hit by an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.
While active, your Reviving Minions store a percentage of their maximum Life in a collectible Grim Remnant on death. Using Grim Resurrection Consumes the Life you've collected to Revive up to that much total Life of dead Minions.
While active, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you stacks of Scavenged Plating for a duration based on the enemy's rarity, and you gain Armour and Thorns per stack. Normal enemies grant 1 stack, Magic enemies grant 2 stacks, Rare enemies grant 5 stacks and Unique enemies grant 10 stacks.
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that Blinds and Ignites enemies in the area you escape from. The explosion will cause any Grenades in its area of effect to also explode.
While active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
Channel to Recharge Energy Shield and allow that Recharge to Overflow. Channelling ends when you take damage or your Energy Shield is fully Overflowed.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants Purple Flames of Chayula for a duration.
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Attack damage, Attack speed and Accuracy.
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Armour, Evasion and movement speed.
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.
Mark a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning explosion erupts from their corpse. This explosion does not use your Weapon Damage, and instead uses its own base Attack Damage.
Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
[DNT] While active, voracious beetles consume Corpses within your Presence, bursting forth to follow you. You can then command these beetles to a targeted Enemy or location, and they will swarm that target and explode.
Consume all stacks of Jade to grant Guard based off your maximum Life for each Jade consumed. You cannot gain Jade stacks while you have Guard.
[DNT] Fill me in
[DNT] Fill me in
Shapeshift into a demon, vastly boosting the power of your Spells. You gain Demonflame every second you remain in demon form, causing your Life to be lost at an ever-increasing rate. Maximum 10 Demonflame. Revert to human form if you reach 1 Life, use a Skill that isn't a Spell, or reactivate this Skill.
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
While active, periodically invokes divine blessings to heal you and remove Curses and Elemental Ailments from you.
While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.
Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
Each of your Totems will summon an Ancestral Spirit Minion to fight for you. If the Totem that summoned the Minion dies then the Ancestral Spirit will too.
Instantly reload all your Crossbow Ammunition clips and Empower each clip's Ammunition to deal more damage for a duration.
While active, replaces your dodge roll with a short-cooldown Spell that allows you to tunnel through space, instantly reappearing a medium distance away.
While active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.
While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
While active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.
While active, grants you Flask charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your Presence.
While active, your undead Reviving Minions can be used in place of Corpses by your skills, but your Minions Revive more slowly.
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
While active, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and Poison enemies.
While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is Consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.
Conjure Azmeri wisps to engulf a Rare Beast for a duration, Hindering them. If you defeat the Beast while it is engulfed in wisps, it will be captured by this gem, transforming the gem to instead allow you to summon the Beast as a Reviving Companion.
Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
While active, scatters caltrops in your wake when you dodge.
Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will cause damaging explosions. Copies created this way have 1 Life.
While active, stores a percentage of the Physical damage that is prevented by your Armour or other sources of damage reduction. Using this Skill releases the stored damage as a nova of spikes.
Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges.
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
When you Hit with Unarmed Melee Attacks, calls down lightning bolts which deal Unarmed Attack damage to all surrounding enemies.
Hinekora observes your Future-Past granting you the opportunity to subvert a lesser fate. After a period of Hindsight, she will grant you her Foresight, which prevents you from avoiding Hits while Dodge Rolling. When you are Hit while Dodge Rolling, Hinekora restores you to full Life immediately before taking damage from the Hit, and grants you Sight Beyond Sight, which prevents you from dying.
Channel to imbue your armour with runic wards. The runes protect you for a limited number of Hits and deal your Thorns damage to attackers.
While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
[DNT] Conjure Abyssal magic to bind a Rare Undead for a duration, Hindering them. If you defeat the Undead while it is bound, it will be a captured and stored into a Soul Crystal. The Soul Crystal will allow a wielder of great Abyssal power to summon the bound Undead as a Reviving Companion.
Support Gem /18
Supports Melee Attacks, causing them to grant Rage on Hit. Supported Skills have signficantly higher Attack speed while you are not at maximum Rage.
Supports Slams you use yourself, providing a very powerful Ancestral Boost infrequently.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Supports any skill that Hits Enemies, causing it to build up Stun significantly more quickly, at the cost of Damage.
Supports any skill that Hits enemies, causing it to inflict Exposure when inflicting Shock.
Supports Projectile Spells. Supported Spells have an increasingly higher chance to fire many additional Projectiles in a circle, resetting when they do.
Supports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage randomly raised or lowered when Triggered, as well as recovering a random amount of their cost when Triggered.
Supports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage, Area of Effect, and Projectile Speed randomly raised or lowered when Triggered, as well as recovering a random amount of their cost when Triggered.
Supports Melee Attack Skills. Supported Skills deal more Melee Damage for each Elemental Ailment on Enemies they hit, but cannot themselves inflict Elemental Ailments.
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last two seconds, but cannot themselves deal Projectile Damage.
Supports Strikes you use yourself, providing a powerful Ancestral Boost every second, at the cost of a damage penalty. Cannot Support Channelled Skills and does not modify Skills used by Minions.
Supports Melee Attack Skills you use yourself or that you Trigger. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills Break Armour against Parried Enemies.
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
Item mods /12
NameLevelPre/SufDescriptionWeight
of Mending30Suffix(10–12)% of Damage taken Recouped as Life Lifeamulet 1
default 0
of Bandaging44Suffix(13–15)% of Damage taken Recouped as Life Lifeamulet 1
default 0
of Stitching56Suffix(16–18)% of Damage taken Recouped as Life Lifeamulet 1
default 0
of Suturing68Suffix(19–21)% of Damage taken Recouped as Life Lifeamulet 1
default 0
of Fleshbinding79Suffix(22–24)% of Damage taken Recouped as Life Lifeamulet 1
default 0
of Reprieve31Suffix(10–12)% of Damage taken Recouped as Mana Life Manaamulet 1
default 0
of Solace45Suffix(13–15)% of Damage taken Recouped as Mana Life Manaamulet 1
default 0
of Tranquility57Suffix(16–18)% of Damage taken Recouped as Mana Life Manaamulet 1
default 0
of Serenity69Suffix(19–21)% of Damage taken Recouped as Mana Life Manaamulet 1
default 0
of Zen80Suffix(22–24)% of Damage taken Recouped as Mana Life Manaamulet 1
default 0
1Corrupted(10–20)% of Damage taken Recouped as Life Lifebody_armour 1
1Corrupted(10–20)% of Damage taken Recouped as Mana Life Manabody_armour 1
Monsters mods /52
NameLevelPre/SufDescriptionWeight
Physical Reflection Aura40Uniquephysical damage taken % to deal to attacker [14] Damage Physical
Elemental Reflection Aura40Uniqueelemental damage taken % to deal to attacker [14] Damage Elemental
1Unique25% reduced Damage taken
1Unique75% reduced Damage taken
1Unique85% reduced Damage taken
stance movement speed +% final [80]
1Uniquemonster inherent damage taken +% final [-80]
1UniqueChaos Damage taken does not cause double loss of Energy Shield Chaos
Physical Reflection Aura1Uniquephysical damage taken % to deal to attacker [35] Damage Physical
Elemental Reflection Aura1Uniqueelemental damage taken % to deal to attacker [35] Damage Elemental
Berserk Fury1Nemesis20% increased Movement Speed
20% increased Attack and Cast Speed
25% increased Character Size
30% reduced Damage taken
Attack Caster Speed
1Uniqueelemental damage taken % to deal to attacker [2]
physical damage taken % to deal to attacker [2]
Damage Physical Elemental
1Uniqueelemental damage taken % to deal to attacker [100]
physical damage taken % to deal to attacker [100]
Damage Physical Elemental
1Unique50% increased Damage taken Elemental Lightning Ailment
1Unique25% reduced Physical Damage taken Physical
Warlord's Touch1Torment30% reduced Physical Damage taken Physical
Warlord's Grip1Torment+50% to all Elemental Resistances
40% reduced Physical Damage taken
Elemental Resistance
1UniqueChaos Damage taken does not cause double loss of Energy Shield
monsters only old bad add % of total maximum life to base maximum energy shield [50]
Defences
Shavronne's Touch1TormentChaos Damage taken does not cause double loss of Energy Shield
bloodlines beacon on death variation [3]
monsters only old bad add % of total maximum life to base maximum energy shield [50]
Defences
Shavronne's Grip1TormentChaos Damage taken does not cause double loss of Energy Shield
monsters only old bad add % of total maximum life to base maximum energy shield [100]
Defences
Legacy of Zeal1Bloodlinesdamage +% per bloodline damage charge [7]
damage taken +% per bloodline damage charge [-5]
maximum bloodline damage charges [18]
Damage
Thornflesh1Bloodlineselemental damage taken % to deal to attacker [10]
physical damage taken % to deal to attacker [5]
Damage Physical Elemental
Cult of the Elements1Bloodlines50% increased Damage taken Elemental Lightning Ailment
1Unique10% increased Damage taken from Melee Attacks Attack
1Unique20% increased Damage taken from Melee Attacks Attack
Rotfeather Talisman1Talisman20% increased Damage
20% increased Character Size
20% reduced Damage taken
Damage
1Uniquedamage taken +% from spike traps final [-80]
1Uniquedamage taken +% from spike traps final [-100]
1Uniquedamage taken +% from arrow traps final [-80]
1Uniquedamage taken +% from arrow traps final [-100]
1Uniquedamage taken +% from arrow traps final [-90]
1Uniquedamage taken +% from guillotine traps final [-90]
1Uniquedamage taken +% from guillotine traps final [-100]
1Uniquepermanent actor scale +% on minion death [-2]
permanent damage taken +% on minion death [2]
permanent item quantity +% on minion death [-40]
permanent item rarity +% on minion death [-80]
Minion
1Unique40% reduced Damage taken
1Essence7% increased Damage
700% more maximum Life
8% increased Character Size
30% reduced Damage taken
base cannot have life leeched from [0]
Life Damage
1Unique40% increased Movement Speed
40% increased Attack Speed
30% increased Damage
25% reduced Damage taken
Damage Attack Speed
1Unique40% increased Movement Speed
40% increased Attack Speed
18% increased Damage
25% reduced Damage taken
Damage Attack Speed
1Unique40% increased Movement Speed
20% increased Attack Speed
25% reduced Damage taken
Damage Attack Speed
1Unique10% increased Movement Speed
20% increased Attack Speed
20% increased Damage
20% reduced Damage taken
Damage Attack Speed
1Unique40% increased Damage
40% reduced Damage taken
Damage Attack Speed
1Unique35% increased Movement Speed
35% more Attack Speed
Gain 125% of Physical Damage as Extra Fire Damage
80% reduced Damage taken
Action Speed cannot be modified to below base value
Damage Physical Elemental Fire Attack Speed
1Unique29% increased Damage
50% reduced Damage taken
monster dropped item quantity +% [1000]
monster dropped item rarity +% [1000]
1UniqueCannot be Stunned
50% reduced Damage taken
stance movement speed +% final [-41]
Speed
Craicic Presence20Bestiary50% increased maximum Life
Gain 60% of Physical Damage as Extra Cold Damage
20% reduced Damage taken
monster dropped item rarity +% [0]
Life Damage Physical Elemental Cold
1Unique25% increased Damage
Regenerate 5% of maximum Life per second
50% reduced Damage taken
Life Damage
1Unique50% reduced Damage taken
stance movement speed +% final [-100]
Speed
Eroding Touch1Deliriumaffliction monster debuff damage taken +% on hit [6] Damage
1Unique67% reduced Damage taken
1Uniquehellscape monster damage +% final [0]
hellscape monster damage taken +% final [0]
monster dropped item rarity +% [0]
monster slain experience +% [0]
sentinel tag difficulty [0]
1Unique80% reduced Damage taken
monster aggro radius +% [-70]
1Unique33% reduced Damage taken
stance movement speed +% final [43]
1Torment20% reduced Damage taken
possessed by wild spirit [1]
Delve Area mods /3
NameLevelPre/SufDescriptionWeight
1DelveAreaArea has patches of Shocked Ground which increase Damage taken by 20%
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [20]
map ground effect radius [14]
52DelveAreaArea has patches of Shocked Ground which increase Damage taken by 35%
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [24]
map ground effect radius [16]
173DelveAreaArea has patches of Shocked Ground which increase Damage taken by 50%
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [28]
map ground effect radius [18]
Heist Area mods /4
NameLevelPre/SufDescriptionWeight
of Lightning46SuffixArea has patches of Shocked Ground which increase Damage taken by 20%
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [16]
map ground effect radius [12]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Lightning Ailment
of Lightning68SuffixArea has patches of Shocked Ground which increase Damage taken by 20%
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [20]
map ground effect radius [14]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Lightning Ailment
of Lightning73SuffixArea has patches of Shocked Ground which increase Damage taken by 35%
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [24]
map ground effect radius [16]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Lightning Ailment
of Lightning78SuffixArea has patches of Shocked Ground which increase Damage taken by 50%
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [28]
map ground effect radius [18]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Lightning Ailment
Misc mods /13
NameLevelDomainPre/SufDescriptionWeight
1FlaskUniqueDuring Effect, 6% reduced Damage taken of each Element for which your Uncapped Elemental Resistance is lowest
1SanctumRelicUniqueDamage taken cannot be Absorbed
of Infusion1JewelSuffix(2–3)% of Damage taken Recouped as Life Lifeintjewel 1
default 0
of Infusion1JewelSuffix1% of Damage taken Recouped as Life Lifeint_radius_jewel 1
default 0
of Infusion1JewelUnique(4–6)% of Damage taken Recouped as Life Life
1JewelUnique10% increased Damage taken
1JewelUnique10% increased Damage taken while on Full Energy Shield
1AbyssUnique(2–3)% of Damage taken Recouped as Life Life
Lightless1AbyssPrefix1% of Damage taken Recouped as Life
Lightless1AbyssPrefix1% of Damage taken Recouped as Mana
of Amanamu65AbyssSuffix(10–20)% of Damage taken Recouped as Life amanamu Lifedex_armour 0
int_armour 0
dex_int_armour 0
helmet 1
shield 1
default 0
amanamu_mod 1
of Kurgal65AbyssSuffix(10–20)% of Damage taken Recouped as Mana kurgal Life Manabody_armour 1
shield 1
default 0
kurgal_mod 1
of Kurgal65AbyssSuffix(10–20)% of Elemental Damage taken Recouped as Energy Shield kurgal
Item /2
Seastorm Mantle
Armour: 245
Base Movement Speed: -0.04
Requires: Level 80, 67 Str, 67 Int
(8–14)% of Damage taken Recouped as Life
Fury Cleaver
Physical Damage: 30-62
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.1
Requires: Level 48, 67 Str, 27 Dex
10% increased Damage taken
Unique /17
Zarokh, the Temporal drops Temporalis
Damage taken cannot be Absorbed
Maximum Honour is 1
Cannot be used with Trials below level 80
This item is destroyed when applied to a Trial
+(5–7) to all Attributes
+(50–100) to all Attributes
-4 Physical Damage taken from Attack Hits
Has (1–3) Charm Slot
(20–30)% increased Life Recovery from Flasks
+(30–50) to maximum Mana
+(5–10)% to all Elemental Resistances
50% of Damage taken Recouped as Mana
+(40–60) to maximum Life
+(10–20) to Strength
+(30–40)% to Fire Resistance
Cannot be Ignited
-10 Physical Damage taken from Attack Hits
(150–200)% increased Evasion and Energy Shield
+(10–20)% to Lightning Resistance
20% less Damage taken if you have not been Hit Recently
100% increased Evasion Rating if you have been Hit Recently
+(60–100) to maximum Life
+(60–100) to Stun Threshold
Cannot Evade Enemy Attacks
250% of Melee Physical Damage taken reflected to Attacker
Regenerate 5% of maximum Life per second while Surrounded
(50–100)% increased Armour and Evasion
+(60–80) to maximum Life
+100% of Armour also applies to Lightning Damage
Enemies in your Presence have Lightning Resistance equal to yours
Lightning Resistance does not affect Lightning damage taken
+(50–70) to Armour
+(50–70) to Stun Threshold
-10 Physical damage taken from Projectile Attacks
+10% to Block chance
+(60–100) to maximum Mana
(10–20)% increased Rarity of Items found
10% of Damage taken bypasses Energy Shield
Gain (10–15)% of maximum Life as Extra maximum Energy Shield
Adds 1 to 3 Physical Damage to Attacks
Adds (3–4) to (5–8) Cold damage to Attacks
(5–10)% increased Attack Speed
+(5–10)% to Cold Resistance
Enemies Chilled by your Hits increase damage taken by Chill Magnitude
Attacks Gain (5–10)% of Damage as Extra Cold Damage
Adds 1 to 4 Physical Damage to Attacks
Adds (5–7) to (9–13) Physical Damage to Attacks
+(20–30) to Dexterity
(10–20)% chance to Poison on Hit
All Damage taken from Hits while Poisoned Contributes to Magnitude of Chill on you
(15–25)% increased Magnitude of Poison you inflict
Adds 1 to 4 Physical Damage to Attacks
Adds (5–7) to (9–13) Physical Damage to Attacks
+(20–30) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
(10–20)% chance to inflict Bleeding on Hit
(15–25)% increased Magnitude of Bleeding you inflict
(7–10)% increased Cast Speed
Minions have (10–15)% increased maximum Life
(10–15) Life Regeneration per second
(20–40)% increased Mana Regeneration Rate
300 Physical Damage taken on Minion Death
Minions Revive (10–15)% faster
+(100–150) to maximum Energy Shield
+(10–20)% to all Elemental Resistances
(5–30)% of Damage taken Recouped as Life
(5–30)% of Damage taken Recouped as Mana
Skills have (-2–-1) seconds to Cooldown
+(20–30) to Spirit
(80–120)% increased Armour and Energy Shield
+(20–30) to Strength
+(20–30) to Intelligence
+(17–23)% to Chaos Resistance
(5–10)% of Damage taken Recouped as Life
Damage taken Recouped as Life is also Recouped as Energy Shield
Grants Skill: Level 11 Phantasmal Arrow
50% reduced Projectile Range
Adds (76–98) to (126–193) Fire Damage
(30–50)% increased Flammability Magnitude
(10–20)% increased Ignite Magnitude
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Attack Hits inflict Spectral Fire for 8 seconds
90% less Life Recovered
Effect is not removed when Unreserved Life is Filled
(15–30)% of Damage taken during effect Recouped as Life
Gain (3–5) Rage when Hit by an Enemy during effect
No Inherent loss of Rage during effect
(25–50)% increased Duration
Passive /15
40% increased maximum Energy Shield
5% of Damage taken bypasses Energy Shield
Enemies you Electrocute have 20% increased Damage taken
20% increased Life Regeneration rate
5% of Damage taken Recouped as Life
6% of Damage taken Recouped as Life
Regenerate 0.4% of maximum Life per second if you have been Hit Recently
+20 to maximum Life
8% of Damage taken Recouped as Life
6% of Damage taken Recouped as Life
25% increased speed of Recoup Effects
3% of Damage Taken Recouped as Life, Mana and Energy Shield
Recoup 5% of damage taken by your Totems as Life
Each Totem applies 2% increased Damage taken to Enemies in their Presence
10% of Physical Damage taken Recouped as Life
20% increased Physical Damage
10% increased Mana Regeneration Rate
6% of Damage taken Recouped as Mana
20% reduced Life Regeneration rate
20% of Damage taken Recouped as Mana
120% increased Damage with Hits against Enemies that are on Low Life
5% increased Damage taken while on Low Life
15% increased effect of Fully Broken Armour
Fully Broken Armour effects also apply to Fire Damage Taken from Hits
Ascendancy Passive /3
Ascendancy: Deadeye
Character: Ranger
3% less Damage taken per Tailwind
Ascendancy: Lich
Character: Witch
10% of Damage taken bypasses Energy Shield
No inherent Mana Regeneration
Regenerate Mana equal to 6% of maximum Life per second
Ascendancy: Acolyte of Chayula
Character: Monk
You have no Spirit
Base Maximum Darkness is 100
Damage taken is Reserved from Darkness before being taken from Life or Energy Shield
Darkness Reservation lasts for 5 seconds
+8 to Maximum Darkness per Level
Timeless Jewel Passive /4
Oaken Form
Kalguuran Notable
10% increased Charm Effect Duration
10% of Damage taken Recouped as Life
Creature of Death
Abyss Notable
1% of damage taken Recouped as Life per 10 Tribute
Recover 1% of maximum Life on Kill per 50 Tribute
Creature of Magic
Abyss Notable
1% of damage taken Recouped as Mana per 10 Tribute
Recover 1% of maximum Mana on Kill per 50 Tribute
Unfiltered Brutality
Abyss Notable
8% increased Attack Damage per 10 Tribute
1% increased damage taken per 10 Tribute
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