Dexterity
+8 to Dexterity
Dexterity Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | attributes105 |
| Icon | |
| PassiveSkillsHash | 38776 |
| Tags | isUsed: true |
Dexterity
+8 to Dexterity
Dexterity Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | attributes106 |
| Icon | |
| PassiveSkillsHash | 57816 |
| Tags | isUsed: true |
Dexterity
+8 to Dexterity
Dexterity Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | attributes113 |
| Icon | |
| PassiveSkillsHash | 472 |
| Tags | isUsed: true |
Dexterity
+8 to Dexterity
Dexterity Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | attributes114 |
| Icon | |
| PassiveSkillsHash | 3744 |
| Tags | isUsed: true |
Dexterity
+5 to Dexterity
Dexterity Attr /3
| Name | Show Full Descriptions |
|---|---|
| ID | generic_attribute_dexterity |
| Icon | |
| PassiveSkillsHash | 14927 |
Dexterity Ref /155
Dexterity
Dexterity is an Attribute required to use most equipment that grants Evasion Rating, as well as various range-aligned Weapons and Skills.
Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
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 4, 10 Dex
+(50—70) to Evasion Rating
+(20—30) to Dexterity
10% increased Movement Speed when on Full Life
100% increased Evasion Rating when on Full Life
Requires: Level 11, 17 Int
20% increased Movement Speed
+(10—20) to maximum Energy Shield
+5 to Dexterity
Your speed is unaffected by Slows
Requires: Level 26, 34 Int
(30—50)% increased Energy Shield
+(10—20) to Dexterity
(10—15)% reduced Attack and Cast Speed
Requires: Level 16, 23 Dex
(100—140)% increased Evasion Rating
(10—15)% increased Rarity of Items found
+(10—15) to Dexterity
+(15—25)% to Lightning Resistance
Requires: Level 16, 28 Dex
(50—100)% increased Evasion Rating
+(50—80) to maximum Mana
+(10—20) to Dexterity
+(10—20) to Intelligence
+(10—15)% to Fire Resistance
(15—30)% increased Cooldown Recovery Rate
unique blink sand [1]

Apron of Emiran Hermit Garb
Body Armours
Quality: +20%
Evasion Rating: (24-28)
Energy Shield: (24-28)
Base Movement Speed: -0.03
Requires: Level 1
Grants Skill: Level 4 Guillotine
+(10—20) to Dexterity
Bleeding you inflict is Aggravated
Requires: Level 16, 25 Str
(50—80)% increased Armour
(5—15)% increased Strength
(5—15)% increased Dexterity
(5—15)% increased Intelligence
20% reduced Light Radius
Requires: Level 11, 13 Dex, 13 Int
(100—150)% increased Evasion Rating
+(10—20) to Dexterity
+(10—20)% to Fire Resistance
20% reduced Light Radius
You have a Smoke Cloud around you while stationary
Requires: Level 50
Has (1—3) Charm Slots
(20—30)% increased Stun Threshold
+(40—60) to maximum Life
+(20—40) to Strength
+(20—40) to Dexterity
Requires: Level 22, 37 Dex
(60—100)% increased Evasion Rating
(40—60)% increased Flask Life Recovery rate
(40—60)% increased Flask Mana Recovery rate
+(20—30) to Dexterity
+(20—30)% to Cold Resistance
Requires: Level 20, 34 Str
(400—500)% increased Armour
(15—30)% increased Strength
10% reduced Dexterity
10% reduced Intelligence
You have no Life Regeneration
Requires: Level 27, 38 Int
(10—20)% increased Movement Speed
+(30—50) to maximum Energy Shield
+(10—20) to Strength
+(10—20) to Dexterity
+(10—20) to Intelligence
Requires: Level 55
+(10—15) to Dexterity
+(50—100)% to Lightning Resistance
Trigger Lightning Bolt Skill on Critical Hit
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 50, 71 Dex
(100—200)% increased Evasion Rating
(15—25)% increased Critical Hit Chance
+(30—40) to Dexterity
Requires: Level 16, 15 Dex, 15 Int
+(30—50) to maximum Life
+(30—50) to maximum Mana
+(10—20) to Dexterity
25% reduced Damage
Requires: Level 5, 7 Str, 7 Dex
+(30—50) to Strength
+(30—50) to Dexterity
+(30—50) to Intelligence
-1 to all Attributes per Level
Has 4 Augment Sockets (Hidden)
Requires: Level 4, 9 Dex
10% increased Weapon Damage per 10 Strength
Requires: Level 40
(6—15)% increased Rarity of Items found
(50—70)% increased Rarity of Items found
+10 to Dexterity
Requires: Level 36
+(20—30) to Dexterity
Requires: Level 26, 22 Str, 22 Dex
+(20—30) to Strength
+(20—30) to Dexterity
+(20—30)% to Fire Resistance
+(20—30)% to Cold Resistance
No Movement Speed Penalty while Shield is Raised
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 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 32
+(20—30)% to Cold Resistance
(5—10)% increased Skill Speed
+(10—20) to Dexterity
(25—35)% increased Mana Regeneration Rate
Requires: Level 73, 121 Dex
(30—40)% increased Elemental Ailment Threshold
(100—150)% increased Evasion Rating
+(30—40) to Dexterity
25% increased Freeze Duration on Enemies

The Fallen Formation Lamellar Mail
Body Armour
Armour: 476
Evasion Rating: 431
Grants Skill: Level 19 Enduring Legacy(100—200)% increased Armour and Evasion
(8—12) Life Regeneration per second
Allies in your Presence gain 22% of the total Evasion on your equipped Armour Items
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 45, 32 Str, 32 Dex
(5—10)% increased Attack Speed
+(20—30) to Strength
+(20—30) to Dexterity
+(30—50)% to Lightning Resistance
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 42
+(12—16)% to Fire and Lightning Resistances
+(10—20)% to Fire and Lightning Resistances
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Ignited Ground
as being boosted by Ignited Ground
Requires: Level 65, 17 Str, 38 Int
+(20—30) to Dexterity
25% increased Light Radius
Grants effect of Guided Tempest Shrine
Requires: Level 50, 44 Str, 44 Dex
+(80—100) to maximum Life
+(20—30) to Dexterity
(-40—-30)% to Lightning Resistance
lightning coil replace damage hit effect index [110]
Requires: Level 65, 80 Dex
(200—300)% increased Evasion Rating
(7—17)% increased Attack Speed
+(13—23) to Dexterity
Gain 1 Fear Incarnate when you Cull a target
Requires: Level 70, 67 Dex, 67 Int
+(20—30) to Dexterity
Companions have (30—50)% increased maximum Life
enable ancient order task [1]
Requires: Level 65, 80 Dex
(200—300)% increased Evasion Rating
(7—17)% increased Attack Speed
+(13—23) to Dexterity
Gain 1 Fear Incarnate when you Cull a target

Agnar Vampiric Longsword
Physical Damage: 15-25
Critical Hit Chance: 10.01%
Attacks per Second: 1.25
Grants Skill: Level 19 Fangs of Agnar+5.01% to Critical Hit Chance
+10% to Critical Damage Bonus
Hits with this Weapon Penetrate 50% Cold Resistance against Frozen Enemies
62% increased Immobilisation Buildup

Ako's Answer Barrier Quarterstaff
Physical Damage: 92-154
Critical Hit Chance: 10.00%
Attacks per Second: 1.30
+15% to Block chance
149% increased Physical Damage
+1 to Level of all Melee Skills
50% increased Stun Buildup
Strike skills which create Bells are Ancestrally Boosted
Skills which create Bells have +2 to Limit
Bells you create are Immune to Elemental Ailments

Alpha's Howl Plumed Cap
Helmet
Evasion Rating: 538
Requires: Level 61, 86 Dex
Grants Skill: Level 19 Werewolf Pack(80-100)% increased Evasion Rating
+(50-75)% to Cold Resistance
Presence Radius is doubled

Beetlebite Threaded Shoes
Boots
Evasion Rating: 76
Energy Shield: 32
Grants Skill: Level 19 Beetle Swarm16% increased Movement Speed
(60-120)% increased Evasion and Energy Shield

Benevolence Commander Sword
Physical Damage: 40-54
Chaos Damage: 144-295
Critical Hit Chance: 15.74%
Attacks per Second: 1.45
Grants Skill: Level 20 Tear Through Reality[RallyAura|Rallies] for 11% of Weapon Damage
+10.74% to Critical Hit Chance
Adds 144 to 295 Chaos damage
[KeystoneChaosIncarnate|Chaos Incarnate]

Level: 20 (Max)
Cost: 62 Mana
[AddedAttackTime|Added Attack Time]: +0.50s
Attack Damage: 187%
Requires: One Hand Sword, Two Hand Sword
Whirl forward and perform two slashing Strikes. Hitting a Parried target causes an explosion of gore that inflicts Bleeding, and consuming a Frenzy Charge to use this Skill causes the explosion from every target Hit. Holding down the Skill places you in [ReadyStance|Ready Stance], or [ReadyStance|Blood Stance] if it inflicted Bleeding.

Physical Damage: 87-161
Lightning Damage: 1-38
Critical Hit Chance: 5.00%
Attacks per Second: 1.25
[BuriedBlade|Buried Blades] are Ancestrally Boosted
124% increased Physical Damage
Adds 1 to 38 Lightning Damage
+95 to Accuracy Rating
15% reduced Attribute Requirements
Gain 4 Mana per enemy killed
+15 to Maximum Rage

Level: 20 (Max)
Cost: 60 Mana
Cooldown Time: 6.00s (3 uses)
Requires: Trap
Throw a Trap that emits a forceful blast wave when Triggered, causing significant Heavy Stun buildup. Frozen targets Hit have their icy coating shattered into an explosion, Ignited targets release a cone of embers that Spread the Ignite as Ignited Ground, and any gas clouds in the area are expanded.

Level: 20 (Max)
Cost: 49.3 Mana per second
Attack Speed: 330% of base
Attack Damage: 78%
Requires: Dual Swords, Two Hand Sword
Channel to spin rapidly, damaging targets around you and moving forward. Overlapping an Elemental Ground Surface takes on that Element, applying the Elemental Ground Surface's Debuff to enemies Hit. Using this Skill from [ReadyStance|Blood or Sand Stances] causes blood waves or sand disks to fly out for the first few seconds of Channelling.

Deathblow Doubled Gauntlets
Ezomyte Gloves
Armour: 120
Evasion Rating: 105
(5-10)% increased Attack Speed
Gain (20-30) Life per enemy killed
Gain (20-30) Mana per enemy killed
Attack
AoE, Trap, Trigger, Lightning, Hazard
Level: 13
Cost: 31 Mana
Cooldown Time: 4.00s (3 uses)
Requires: Trap
Throw a Trap that discharges a blast of electricity when Triggered, Electrocuting targets caught in the blast. Any Impale on targets Hits is Electrified, causing it to deal extra Lightning damage and also Electrocute when Extracted.

Elysium Sickle Sword
Physical Damage: 46-77
Critical Hit Chance: 7.00%
Attacks per Second: 1.60
Grants Skill: Level 20 Siege of SandsAdds 29 to 41 Physical Damage
+239 to Accuracy Rating
14% increased Attack Speed
23% increased Area of Effect
Gain [SandIngrained|Sand-Ingrained] after using a Skill from [ReadyStance|Ready Stance]

Level: 20 (Max)
Cost: 35 Mana
Attack Speed: 75% of base
Attack Damage: 94%
Requires: Dagger
Flip backwards and throw a fan of daggers, multiple of which can Hit the same target, damaging and Impaling them. Using this Skill from Stealth does not break Stealth or backflip, and throws spectral knives in a tighter spread. The spectral knives do not Hit targets or deal damage, but inflict powerful [SpectralImpale|Spectral Impales].

Level: 19
Attack Damage: 223%
Requires: Two Hand Sword
Swing your Sword once to each side, creating two walls of fang-like Ice Crystals before you. Then coat your blade in ice before Slamming it down, dealing damage and destroying Crystals in the area.

Level: 20 (Max)
Cost: 47 Mana
Cooldown Time: 6.00s (2 uses)
Requires: Trap
Throw a Trap that emits an icy burst followed by a series of smaller explosions when Triggered, with very high potential to Freeze targets. Extracting Impale from a target Triggers an Ice Fragment to fly out, and explode after a short delay.


Level: 20 (Max)
Cost: 30 Mana
Attack Speed: 125% of base
Attack Damage: 103%
Requires: One Hand Sword, Two Hand Sword
Perform a series of three extended slashes that open wounds in your target. Bleeding targets Hit have their Bleeding [Rupture|Ruptured], causing the Bleeding damage to be dealt more quickly. The Final Strike has a longer range, [Rupture|Ruptures] more Bleeding, and is performed immediately if you use this Skill from [ReadyStance|Ready Stance]. Hitting a Bleeding target causes its blood to erupt in an explosion of gore.

Physical Damage: 32-54
Fire Damage: 7-10
Critical Hit Chance: 10.00%
Attacks per Second: 1.85
Grants Skill: Shrapnel TrapAdds 18 to 35 Physical Damage
12% increased Attack Speed
Grants 3 Life per Enemy Hit
Gain 35 Mana per enemy killed


Oro's Sacrifice Twilight Longsword
Fire Damage: 248-384
Critical Hit Chance: 5.00%
Attacks per Second: 1.51
Grants Skill: Level 19 Infernal Step[Bejewelled]
No Physical Damage
Adds 248 to 384 Fire Damage
21% increased Attack Speed
Gain 1 Frenzy Charge every 1 second while at maximum [SacrificialFlame|Sacrificial Flame]

Level: 20 (Max)
Cost: 29 Mana
Attack Speed: 130% of base
Attack Damage: 140%
Requires: One Hand Sword, Two Hand Sword
Stab forward three times in rapid succession. The Final Strike in the sequence drills forward, causing rapid additional Hits that inflict Bleeding. Using this Skill from [ReadyStance|Ready Stance] immediately performs the Final Strike, and additionally causes the drill's first Hit against each enemy to release a Blood Nova if you are in [ReadyStance|Blood Stance] or Sand Disks if you are in [ReadyStance|Sand Stance].

Riptide Seaglass Spear
Physical Damage: 29-54
Cold Damage: 121-237
Critical Hit Chance: 13.38%
Attacks per Second: 1.55
Grants Skill: Spear Throw
Grants Skill: Level 19 Tasalio's ChargeAdds 121 to 237 Cold Damage
+5.88% to Critical Hit Chance
+26 to Dexterity

Physical Damage: 19-32
Critical Hit Chance: 10.00%
Attacks per Second: 1.70
Grants Skill: Shrapnel Trap+63 to Accuracy Rating
+1 to Level of all Trap Skills
Gain 16 Mana per enemy killed

Level: 20 (Max)
Cost: 54 Mana
[AddedAttackTime|Added Attack Time]: +0.25s
Attack Damage: 218%
Requires: One Hand Sword, Two Hand Sword
Step backwards and slash forward while flinging sand, Blinding enemies and Heavy Stunning enemies that are Primed for Stun. Consumes a Frenzy Charge if possible to additionally fire Sand Disks. This Skill can be used while using other Skills to interrupt them, and can be held to enter [ReadyStance|Ready Stance] after use, or [ReadyStance|Sand Stance] instead if an enemy was Heavy Stunned or a Frenzy Charge was Consumed.

Level: 20 (Max)
Cost: 81 Mana
Cooldown Time: 7.00s
Attack Speed: 80% of base
Attack Damage: 94%
Requires: Dagger
Cloak yourself in shadow, dash in the target direction and enter Stealth, Triggering a Shade to appear at your previous location. Targets near the Shade take minor damage and are Blinded, and Unique monsters are Blinded in a much larger radius. This Skill can be used while using other Skills to interrupt them.

Thunderstep Studded Boots
Boots
Evasion Rating: 194
Requires: Level 28, 39 Dex
Grants Skill: Level 19 Thunderous Impact(10-20)% increased Movement Speed
+(30-50)% to Lightning Resistance

Windripper Greatbow
Physical Damage: 74-156
Critical Hit Chance: 6.50%
Attacks per Second: 1.29
Grants Skill: Level 19 Perfect Squall100% increased Physical Damage
12% increased Attack Speed
43% increased Magnitude of Non-Damaging Ailments you inflict
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Soul Core of Cholotl
Stack Size: 1 / 10
Jade Amulet
Requires: Level 8
+(10—15) to Dexterity
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.
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
grants_active_skill, Minion, Persistent
Recruit artillery Minions that take up positions behind you. They will lie in wait for your Command, then fire volleys of arrows at the target location.Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental Ailments or hit Rare or Unique enemies affected by Elemental Ailments. The swarms are untargetable Minions that pursue nearby enemies to Attack them and inflict Faerie Fire on Hit.
Buff, grants_active_skill, Persistent
While active, conjures a glittering barrier that accumulates protective gemstone Motes of each Attribute type over time, but loses a random Mote when you are Hit.Ascendancy: Warbringer
Character: Warrior
+1 to maximum number of Summoned Totems
Trigger Ancestral Spirits when you Summon a Totem
Ascendancy: Gemling Legionnaire
Character: Mercenary
base maximum number of gemling barrier stacks [3]
Ascendancy: Invoker
Character: Monk
Trigger Elemental Expression on Melee Critical Hit
+25 to Dexterity
20% increased Evasion Rating
8% increased Dexterity
+10 to Dexterity
+10 to Dexterity
+10 to Dexterity
+10 to Dexterity
8% increased Projectile Speed
8% increased Attack Speed
+10 to Dexterity
Huntress: 8% increased Attack Speed
Huntress: 6% increased Area of Effect
Huntress: +10 to Dexterity
15% increased Projectile Damage
30% increased Stun Buildup against enemies within 2 metres
4% increased Movement Speed
15% increased Mana Regeneration Rate
+10 to Dexterity
+10 to Dexterity
30% increased Stun Recovery
Regenerate 3% of maximum Life over 1 second when Stunned
40% increased Endurance, Frenzy and Power Charge Duration
+10 to Dexterity
Skills have 10% chance to not remove Charges but still count as consuming them
Ascendancy: Gemling Legionnaire
Character: Mercenary
+2 to Level of all Skills with a Dexterity requirement
Heroic Tragedy: Medved
+2 to Dexterity per 25 Tribute
2% increased Parried Debuff Duration per 10 Tribute
Attributes
Strength, Dexterity, and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
Each Attribute provides a different inherent bonus.
Each Attribute provides a different inherent bonus.
Traps
Traps are Two-Handed ranged weapons that require Dexterity and Intelligence to equip. Traps cannot be used to Attack directly.
Throwing a Trap places it on the ground, where it can either be detonated manually or triggered by Close by enemies depending on the Trap type.
Throwing a Trap places it on the ground, where it can either be detonated manually or triggered by Close by enemies depending on the Trap type.
Swords
Swords are Melee weapons that can be One-Handed or Two-Handed. Swords require Strength and Dexterity to equip.
Sword Attacks are commonly related to elemental damage.
Sword Attacks are commonly related to elemental damage.
Axes
Axes are Melee weapons that can be One-Handed or Two-Handed. Axes require Strength and Dexterity to equip.
Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Bows
Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Daggers
Daggers are One-Handed Melee weapons that require Dexterity and Intelligence to equip.
Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
Claws
Claws are One-Handed Melee weapons that require Dexterity to equip. Claws can be Dual Wielded with another Claw, but cannot be combined with other equipped items in the off hand.
Claw Attacks are commonly fast and cause Bleeding.
Claw Attacks are commonly fast and cause Bleeding.
Quarterstaves
Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.
Quarterstaff Attacks often focus on high mobility in combat.
Quarterstaff Attacks often focus on high mobility in combat.
Crossbows
Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills.
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
Thaumaturgical Dynamism
While Thaumaturgical Dynamism is active, you passively generate a Power, Frenzy or Endurance Charge once every five seconds.
The kind of Charge you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total Strength Requirement total of your socketed Skill Gems, the more likely you will be to generate an Endurance Charge. Higher total Dexterity Requirement corresponds to a higher chance for Frenzy Charges, and Intelligence to Power Charges.
The kind of Charge you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total Strength Requirement total of your socketed Skill Gems, the more likely you will be to generate an Endurance Charge. Higher total Dexterity Requirement corresponds to a higher chance for Frenzy Charges, and Intelligence to Power Charges.
Armour Movement Penalties
Depending on the type of Armour equipped, Players will have a less Movement Speed penalty applied depending on what Attribute the Armour requires. These penalties only apply to equipped Body Armours and Shields.
For Body Armour, pure Strength has a 5% penalty, hybrid Strength and Dexterity or Intelligence has a 4% penalty and pure Dexterity or Intelligence has a 3% penalty.
For Shields, pure Strength has a 3% penalty, hybrid Strength and Dexterity or Intelligence has a 1.5% penalty and pure Dexterity or Intelligence has no penalty.
For Body Armour, pure Strength has a 5% penalty, hybrid Strength and Dexterity or Intelligence has a 4% penalty and pure Dexterity or Intelligence has a 3% penalty.
For Shields, pure Strength has a 3% penalty, hybrid Strength and Dexterity or Intelligence has a 1.5% penalty and pure Dexterity or Intelligence has no penalty.
Vivid Spirit
Vivid Spirits are a type of Azmeri Spirit.
Monsters Influenced or Possessed by Vivid Spirits gain increased Skill Speed, in addition to any bonuses from the specific spirit type.
Monsters Possessed by Vivid Spirits drop Dexterity items.
Monsters Influenced or Possessed by Vivid Spirits gain increased Skill Speed, in addition to any bonuses from the specific spirit type.
Monsters Possessed by Vivid Spirits drop Dexterity items.
Dexterity
Dexterity is an Attribute required to use most equipment that grants Evasion Rating, as well as various range-aligned Weapons and Skills.
Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
Skill Gem /5
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.
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental Ailments or hit Rare or Unique enemies affected by Elemental Ailments. The swarms are untargetable Minions that pursue nearby enemies to Attack them and inflict Faerie Fire on Hit.
Support Gem /1
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Item mods /12
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of the Mongoose | 1 | Suffix | +(5—8) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
| of the Lynx | 11 | Suffix | +(9—12) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
| of the Fox | 22 | Suffix | +(13—16) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
| of the Falcon | 33 | Suffix | +(17—20) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
| of the Panther | 44 | Suffix | +(21—24) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
| of the Leopard | 55 | Suffix | +(25—27) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
| of the Jaguar | 66 | Suffix | +(28—30) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
| of the Phantom | 74 | Suffix | +(31—33) to Dexterity Attribute | ring 1 amulet 1 gloves 1 quiver 1 dex_armour 1 dex_int_armour 1 str_dex_armour 1 str_dex_int_armour 1 sword 1 spear 1 claw 1 warstaff 1 dagger 1 bow 1 crossbow 1 trap 1 default 0 |
| of the Wind | 81 | Suffix | +(34—36) to Dexterity Attribute | gloves 1 default 0 |
| 1 | Corrupted | +(10—15) to Dexterity Attribute | belt 1 ring 1 amulet 1 default 0 | |
| 1 | Unique | +(35—50) to Dexterity Attribute | belt 1 ring 1 amulet 1 default 0 | |
| 1 | Unique | +(14—16) to Dexterity Attribute | default 1 |
Monsters mods /3
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of the Blur | 1 | Suffix | monster additional dexterity ratio % for evasion [100] Evasion | Evasion 1 default 1 |
| Cat-Touched | 1 | Torment | 100% increased Critical Hit Chance monster additional dexterity ratio % for evasion [100] | |
| Hunted by the Wild Cat | 1 | Torment | 100% increased Critical Hit Chance dropped items are converted to dex items [1] monster additional dexterity ratio % for evasion [100] |
Misc mods /27
| Name | Level | Domain | Pre/Suf | Description | Weight |
|---|---|---|---|---|---|
| Ranger's | 1 | Strongbox | Prefix | Contained non-Unique Armour and Weapons will require Dexterity | strongbox_robot_rare_guard 0 strongbox_can_roll_attribute_replacements_dexterity 1 default 0 |
| Duelist's | 1 | Strongbox | Prefix | Contained non-Unique Armour and Weapons will only require Strength or Dexterity | strongbox_robot_rare_guard 0 strongbox_can_roll_attribute_replacements_strength 1 strongbox_can_roll_attribute_replacements_dexterity 1 default 0 |
| Shadow's | 1 | Strongbox | Prefix | Contained non-Unique Armour and Weapons will only require Dexterity or Intelligence | strongbox_robot_rare_guard 0 martial_strongbox 0 strongbox_can_roll_attribute_replacements_dexterity 1 strongbox_can_roll_attribute_replacements_intelligence 1 default 0 |
| Shadow's | 1 | Strongbox | Prefix | Contained non-Unique Armour and Weapons will only require Dexterity or Intelligence | strongbox_robot_rare_guard 0 strongbox_can_roll_attribute_replacements_dexterity_martial 1 strongbox_can_roll_attribute_replacements_intelligence_martial 1 default 0 |
| 1 | Jewel | Unique | Notable Passive Skills in Radius also grant (2—3)% increased Dexterity Attribute | ||
| 1 | Jewel | Corrupted | +(4—6) to Dexterity Attribute | default 1 | |
| of Dexterity | 1 | Jewel | Unique | +(12—16) to Dexterity Attribute | not_dex 1 default 1 |
| of Athletics | 1 | Jewel | Unique | +(8—10) to Strength and Dexterity Attribute | not_int 1 default 1 |
| of Cunning | 1 | Jewel | Unique | +(8—10) to Dexterity and Intelligence Attribute | not_str 1 default 1 |
| 1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Dexterity local jewel effect base radius [800] Attribute | ||
| 1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Dexterity local jewel effect base radius [1500] Attribute | ||
| 1 | Jewel | Unique | +(16—24) to Dexterity Attribute | ||
| 1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Intelligence local jewel effect base radius [800] Attribute | ||
| 1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Intelligence local jewel effect base radius [1500] Attribute | ||
| 1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Dexterity local jewel effect base radius [800] Attribute | ||
| 1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Dexterity local jewel effect base radius [1500] Attribute | ||
| 1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Strength local jewel effect base radius [800] Attribute | ||
| 1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Strength local jewel effect base radius [1500] Attribute | ||
| 1 | Jewel | Unique | 1% increased Evasion Rating per 3 Dexterity Allocated in Radius 1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius 1% increased Melee Physical Damage with Unarmed Attacks per 3 Dexterity Allocated in Radius local jewel effect base radius [1500] Evasion Damage Physical Attack | ||
| 1 | Jewel | Unique | Adds 1 to 2 Lightning damage to Attacks Adds 1 maximum Lightning Damage to Attacks per 1 Dexterity Allocated in Radius local jewel effect base radius [1500] Damage Elemental Lightning Attack | ||
| 1 | Jewel | Unique | Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus local jewel effect base radius [1200] Damage Physical Attack | ||
| 1 | Jewel | Unique | With at least 40 Dexterity in Radius, Barrage fires an additional 6 Projectiles simultaneously on the first and final attacks local jewel effect base radius [1200] Attack | ||
| 1 | Jewel | Unique | With 40 total Intelligence and Dexterity in Radius, Prismatic Skills deal 50% less Fire Damage With 40 total Intelligence and Dexterity in Radius, Prismatic Skills cannot choose Fire local jewel effect base radius [1200] Damage Elemental Fire Attack | ||
| 1 | Jewel | Unique | With 40 total Dexterity and Strength in Radius, Prismatic Skills deal 50% less Lightning Damage With 40 total Dexterity and Strength in Radius, Prismatic Skills cannot choose Lightning local jewel effect base radius [1200] Damage Elemental Lightning Attack | ||
| of the Abyss | 1 | Abyss | Suffix | (1—2)% increased Dexterity Attribute | strjewel 1 intjewel 1 dexjewel 1 default 0 |
| of Ulaman | 65 | Abyss | Suffix | +(9—15) to Strength and Dexterity ulaman Attribute | Armour 1 belt 1 ring 1 amulet 1 default 0 ulaman_mod 1 |
| of Kurgal | 65 | Abyss | Suffix | +(9—15) to Dexterity and Intelligence kurgal Attribute | Armour 1 belt 1 ring 1 amulet 1 default 0 kurgal_mod 1 |
Item /10
Jade Amulet
Requires: Level 8
+(10—15) to Dexterity
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Dexterity Tattoo of Tawhoa
Right-click to apply the Tattoo directly to your body and gain a bonus.
Grants +5 to Dexterity
Unique /48
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 4, 10 Dex
+(50—70) to Evasion Rating
+(20—30) to Dexterity
10% increased Movement Speed when on Full Life
100% increased Evasion Rating when on Full Life
Requires: Level 11, 17 Int
20% increased Movement Speed
+(10—20) to maximum Energy Shield
+5 to Dexterity
Your speed is unaffected by Slows
Requires: Level 26, 34 Int
(30—50)% increased Energy Shield
+(10—20) to Dexterity
(10—15)% reduced Attack and Cast Speed
Requires: Level 16, 23 Dex
(100—140)% increased Evasion Rating
(10—15)% increased Rarity of Items found
+(10—15) to Dexterity
+(15—25)% to Lightning Resistance
Requires: Level 16, 28 Dex
(50—100)% increased Evasion Rating
+(50—80) to maximum Mana
+(10—20) to Dexterity
+(10—20) to Intelligence
+(10—15)% to Fire Resistance
(15—30)% increased Cooldown Recovery Rate
unique blink sand [1]

Apron of Emiran Hermit Garb
Body Armours
Quality: +20%
Evasion Rating: (24-28)
Energy Shield: (24-28)
Base Movement Speed: -0.03
Requires: Level 1
Grants Skill: Level 4 Guillotine
+(10—20) to Dexterity
Bleeding you inflict is Aggravated
Requires: Level 16, 25 Str
(50—80)% increased Armour
(5—15)% increased Strength
(5—15)% increased Dexterity
(5—15)% increased Intelligence
20% reduced Light Radius
Requires: Level 11, 13 Dex, 13 Int
(100—150)% increased Evasion Rating
+(10—20) to Dexterity
+(10—20)% to Fire Resistance
20% reduced Light Radius
You have a Smoke Cloud around you while stationary
Requires: Level 50
Has (1—3) Charm Slots
(20—30)% increased Stun Threshold
+(40—60) to maximum Life
+(20—40) to Strength
+(20—40) to Dexterity
Requires: Level 22, 37 Dex
(60—100)% increased Evasion Rating
(40—60)% increased Flask Life Recovery rate
(40—60)% increased Flask Mana Recovery rate
+(20—30) to Dexterity
+(20—30)% to Cold Resistance
Requires: Level 20, 34 Str
(400—500)% increased Armour
(15—30)% increased Strength
10% reduced Dexterity
10% reduced Intelligence
You have no Life Regeneration
Requires: Level 27, 38 Int
(10—20)% increased Movement Speed
+(30—50) to maximum Energy Shield
+(10—20) to Strength
+(10—20) to Dexterity
+(10—20) to Intelligence
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 50, 71 Dex
(100—200)% increased Evasion Rating
(15—25)% increased Critical Hit Chance
+(30—40) to Dexterity
Requires: Level 16, 15 Dex, 15 Int
+(30—50) to maximum Life
+(30—50) to maximum Mana
+(10—20) to Dexterity
25% reduced Damage
Requires: Level 4, 9 Dex
10% increased Weapon Damage per 10 Strength
Requires: Level 40
(6—15)% increased Rarity of Items found
(50—70)% increased Rarity of Items found
+10 to Dexterity
Requires: Level 36
+(20—30) to Dexterity
Requires: Level 26, 22 Str, 22 Dex
+(20—30) to Strength
+(20—30) to Dexterity
+(20—30)% to Fire Resistance
+(20—30)% to Cold Resistance
No Movement Speed Penalty while Shield is Raised
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 32
+(20—30)% to Cold Resistance
(5—10)% increased Skill Speed
+(10—20) to Dexterity
(25—35)% increased Mana Regeneration Rate
Requires: Level 73, 121 Dex
(30—40)% increased Elemental Ailment Threshold
(100—150)% increased Evasion Rating
+(30—40) to Dexterity
25% increased Freeze Duration on Enemies

The Fallen Formation Lamellar Mail
Body Armour
Armour: 476
Evasion Rating: 431
Grants Skill: Level 19 Enduring Legacy(100—200)% increased Armour and Evasion
(8—12) Life Regeneration per second
Allies in your Presence gain 22% of the total Evasion on your equipped Armour Items
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 45, 32 Str, 32 Dex
(5—10)% increased Attack Speed
+(20—30) to Strength
+(20—30) to Dexterity
+(30—50)% to Lightning Resistance
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 42
+(12—16)% to Fire and Lightning Resistances
+(10—20)% to Fire and Lightning Resistances
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Ignited Ground
as being boosted by Ignited Ground
Requires: Level 65, 17 Str, 38 Int
+(20—30) to Dexterity
25% increased Light Radius
Grants effect of Guided Tempest Shrine
Requires: Level 50, 44 Str, 44 Dex
+(80—100) to maximum Life
+(20—30) to Dexterity
(-40—-30)% to Lightning Resistance
lightning coil replace damage hit effect index [110]
Requires: Level 65, 80 Dex
(200—300)% increased Evasion Rating
(7—17)% increased Attack Speed
+(13—23) to Dexterity
Gain 1 Fear Incarnate when you Cull a target
Requires: Level 70, 67 Dex, 67 Int
+(20—30) to Dexterity
Companions have (30—50)% increased maximum Life
enable ancient order task [1]
Requires: Level 65, 80 Dex
(200—300)% increased Evasion Rating
(7—17)% increased Attack Speed
+(13—23) to Dexterity
Gain 1 Fear Incarnate when you Cull a target
Passive /29
+25 to Dexterity
20% increased Evasion Rating
8% increased Dexterity
+10 to Dexterity
+10 to Dexterity
+10 to Dexterity
+10 to Dexterity
8% increased Projectile Speed
8% increased Attack Speed
+10 to Dexterity
Huntress: 8% increased Attack Speed
Huntress: 6% increased Area of Effect
Huntress: +10 to Dexterity
15% increased Projectile Damage
30% increased Stun Buildup against enemies within 2 metres
4% increased Movement Speed
15% increased Mana Regeneration Rate
+10 to Dexterity
+10 to Dexterity
30% increased Stun Recovery
Regenerate 3% of maximum Life over 1 second when Stunned
40% increased Endurance, Frenzy and Power Charge Duration
+10 to Dexterity
Skills have 10% chance to not remove Charges but still count as consuming them
Timeless Jewel Passive /3
Heroic Tragedy: Medved
+2 to Dexterity per 25 Tribute
2% increased Parried Debuff Duration per 10 Tribute
Timeless Jewel Passive Additions /4
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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.
































































Grants Skill: Parry











