ElementalDamage Ref /68
+(30–50) to Evasion Rating
10% increased Rarity of Items found
50% increased maximum Life
+(10–20) to all Attributes
40% reduced Light Radius
You have no Elemental Resistances
+100 to Spirit
Gain no inherent bonus from Intelligence
+(20–30) to maximum Energy Shield
(15–30)% increased Skill Speed
(20–30)% increased Critical Hit Chance
(30–50)% increased Damage
+(30–40) to maximum Life
(15–30)% increased Elemental Damage
+(10–15) to Strength
20% reduced maximum Life
+(10–20) to all Attributes
100% increased amount of Life Leeched
+(40–60) to Armour
+(5–15) to Strength
+(5–15) to Intelligence
+(40–60) to Stun Threshold
Armour applies to Elemental Damage
+(60–80) to maximum Life
+(40–60) to maximum Mana
25% reduced Endurance Charge Duration
Recover 5% of maximum Life for each Endurance Charge consumed



+(60–80) to maximum Life
+(7–13)% to Chaos Resistance
+(17–23)% to Chaos Resistance
-17% to Chaos Resistance
Charms use no Charges

+(60–80) to maximum Mana
20% increased Accuracy Rating
100% increased Parried Debuff Duration
parry skill art variation from item [2]

(80–120)% increased Spell Damage
(10–20)% increased Cast Speed
20% increased Light Radius
+(5–10)% to Critical Hit Chance
+(2–4) to Level of all Elemental Skills

+(120–160) to Accuracy Rating
(30–40)% increased Rarity of Items found
Gain 25 Life per Enemy Hit with Attacks
Can't use other Rings
Gain 15 Mana per Enemy Hit with Attacks
50% reduced Duration of Curses on you
+(100–150) to maximum Energy Shield
(5–30)% of Damage taken Recouped as Life
(5–30)% of Damage taken Recouped as Mana
Skills have (-2–-1) seconds to Cooldown
Only affects Passives in Medium-Large Ring
Passives in Radius can be Allocated without being connected to your tree
(-23–-3)% to Chaos Resistance
(40–50)% increased Mana Regeneration Rate
+(30–50) to Spirit
+(20–30) to Intelligence
(30–50)% increased Energy Shield Recharge Rate
Current Energy Shield also grants Elemental Damage reduction
(100–200)% increased Energy Shield
(30–50)% increased Energy Shield Recharge Rate
+25% chance to be Poisoned

+(100–150) to maximum Mana
+3 to Level of all Spell Skills
(15–30)% increased Cast Speed
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports Attacks that use a weapon, causing them to deal more weapon Elemental damage.
Supports Skills which create Totems. Totems created by Supported Skills have additional Elemental Resistances.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it.
Raise a Totem that uses socketed Mace Skills. Cannot use Channelling Skills or Skills with Cooldowns.
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Attack Hits. Your Elemental Damage with Attacks is greatly enhanced the more Resonance of any type you have.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of shards at the end of its flight. 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.
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.
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.
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.
20% increased Freeze Buildup
Ascendancy: Blood Mage
Character: Witch
Ascendancy: Stormweaver
Character: Sorceress
Ascendancy: Pathfinder
Character: Ranger
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.