ElementalDamage Ref /173
Requires: Level 1
+(20—30) to maximum Mana
Gain (1—10) Mana per enemy killed
You can apply an additional Curse
Requires: Level 4, 11 Str
local weapon implicit hidden % base damage is fire [50]
+(10—20) to Strength
+(20—30)% to Fire Resistance
Requires: Level 28, 23 Str, 23 Int
50% increased maximum Life
+(10—20) to all Attributes
40% reduced Light Radius
You have no Elemental Resistances
Requires: Level 14
+(20—30) to maximum Energy Shield
(15—30)% increased Skill Speed
(20—30)% increased Critical Hit Chance
(30—50)% increased Damage
Requires: Level 8
+(10—15) to Strength
20% reduced maximum Life
+(10—20) to all Attributes
(100—200)% increased amount of Life Leeched
Requires: Level 4, 10 Str
+(40—60) to Armour
+(5—15) to Strength
+(5—15) to Intelligence
+(40—60) to Stun Threshold
Requires: Level 33, 54 Str
+(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
Requires: Level 65, 67 Str, 67 Dex
+(60—80) to maximum Life
Herald Skills deal (50—100)% increased Damage
Requires: Level 1
Requires: Level 1
Requires: Level 45, 36 Dex, 36 Int
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
Requires: Level 40
(6—15)% increased Rarity of Items found
(50—70)% increased Rarity of Items found
+10 to Dexterity
Requires: Level 5, 10 Dex
+(60—80) to maximum Mana
20% increased Accuracy Rating
100% increased Parried Debuff Duration
parry skill art variation from item [2]
Requires: Level 16, 25 Str
(60—120)% increased Armour
+(60—100) to maximum Mana
Requires: Level 25, 46 Int
(80—120)% increased Spell Damage
(10—20)% increased Cast Speed
20% increased Light Radius
Requires: Level 5, 7 Dex, 7 Int
+(60—80) to maximum Life
15% additional Physical Damage Reduction
+13% to Chaos Resistance
Requires: Level 65, 89 Dex, 36 Int
+(5—10)% to Critical Hit Chance
+(2—4) to Level of all Elemental Skills
100% increased Elemental Damage
Requires: Level 26, 17 Str, 38 Int
Requires: Level 26
+(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
Requires: Level 64, 37 Int
+(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
Requires: Level 20
Only affects Passives in Medium-Large Ring
Passives in Radius can be Allocated without being connected to your tree
Requires: Level 68, 121 Int
(40—50)% increased Mana Regeneration Rate
(150—200)% increased Energy Shield
+(30—50) to Spirit
+(20—30) to Intelligence
(30—50)% increased Energy Shield Recharge Rate
Current Energy Shield also grants Elemental Damage reduction
Requires: Level 33, 48 Int
(100—200)% increased Energy Shield
(30—50)% increased Energy Shield Recharge Rate
+25% chance to be Poisoned
Requires: Level 52, 64 Int
(60—100)% increased Energy Shield
+(60—100) to maximum Mana
(10—15)% increased Rarity of Items found
Requires: Level 75, 131 Int
(10—20)% reduced Cast Speed
(5—10)% increased Intelligence
2% increased Spell Damage per 10 Intelligence
Requires: Level 65, 23 Int
+(100—150) to maximum Mana
+3 to Level of all Spell Skills
(15—30)% increased Cast Speed
(-1—1) to Maximum Power Charges
power siphon unique elemental art variation [1]
visual use power charges elemental epk [1]
Requires: Level 65, 72 Str, 72 Dex, 72 Int
+1 to Level of all Corrupted Skill Gems
Only Soul Cores can be Socketed in this item
Has no Attribute Requirements
This item gains bonuses from Socketed Soul Cores as though it was also a [Random socketable equipment type]
Has 6 Augment Sockets (Hidden)
Golden Visage
Requires: Level 12
Golden Mantle
Golden Caligae
Requires: Level 12
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
Idol of Greust
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Shields: 12% increased Damage for each type of Elemental Ailment on Enemy
Idol of the Sycophant
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Martial Weapon, Wand or Staff: -20% to all Elemental Resistances, Gain 20% of Damage as Extra Damage of a random Element
Sceptres: Companions in your Presence have -20% to all Elemental Resistances, Companions in your Presence Gain 20% of Damage as Extra Damage of a random Element
Sceptres: Allies in your Presence Gain 20% of Damage as Extra Chaos Damage, Companions in your Presence have -20% to Chaos Resistance
Soul Core of Citaqualotl
Stack Size: 1 / 10
Emergent Possibility
Limited to: 1 Ancient Augment
Requires: Level 60
Pearlescent Amulet
Requires: Level 8
Prismatic Ring
Requires: Level 35
Warlord Cuirass
Runeforged Warlord Cuirass
Rakiata's Lesson
Right-click to receive a blessing from Rakiata
Grants 15% of Armour also applies to Elemental Damage
Gain Deflection Rating equal to 12% of Evasion Rating
12% faster start of Energy Shield recharge
Gain Deflection Rating equal to 12% of Evasion Rating
12% faster start of Energy Shield recharge
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Warding Rune of Desperation
Rune of the Prism
Stack Size: 1 / 10
Limited to: 1
Requires: Level 15
Body Armours: damage removed from mana before life % [20]
Legacy of Blackbraid
Limited to: 1 Aldur's Legacy
Requires: Level 65
Legacy of Erian's Cobble
Limited to: 1 Aldur's Legacy
Requires: Level 65
Helmets: +30 to Accuracy Rating, +10 to maximum Life, +10 to maximum Mana, 10% increased Rarity of Items found, 10% increased Critical Hit Chance, +5 to all Attributes, +5% to all Elemental Resistances, 3 Life Regeneration per second
Supports Skills which Hit enemies, causing their Mana Leech to recover based on Elemental damage instead of Physical damage.
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. The Totem cannot create Jagged Ground. This Skill can be used while Shapeshifted.
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. If the Eye passes over an Elemental Ground Surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Create a storm that sucks in enemies and deals Physical damage over time. A Tornado that overlaps an Elemental Ground Surface absorbs that surface's Debuff, applying it to enemies inside the Tornado and causing the Tornado to deal extra damage of that element.
Consume 3 Endurance Charges to Raise a Totem that conjures spirit warriors. Each warrior uses a socketed Mace Skill once, then disappears. Cannot use Channelling Skills or Skills with Cooldowns.
Consume any combination of 3 Power and/or Endurance Charges to raise a Totem that uses socketed Spells. Cannot use 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.
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.
Supports Skills which create Totems. Totems created by Supported Skills have additional Elemental Resistances.
Supports Skills which create Totems. Totems created by Supported Skills have additional Elemental Resistances.
Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which grants Deflection Rating and causes Armour to partially apply to Elemental Hit Damage.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which grants Deflection Rating and causes Armour to partially apply to Elemental Hit Damage.
Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.
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.
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
Become attuned to all Elements building up Fire, Cold and Lightning Affinity based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Affinity of any type you have.
Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.
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.
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
Raise a cannon Ballista Totem which uses socketed Grenade Skills, with significantly improved Cooldown Recovery Rate.
Supports Skills which are boosted by Elemental Ground Surfaces, Triggering Catalysing Discharge of the corresponding type when they are boosted by an allied Elemental Ground Surface.
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 infict Faerie Fire on Hit.
Ascendancy: Stormweaver
Character: Sorceress
Trigger Elemental Storm on Critical Hit with Spells
25% increased Armour
Banner Skills have 15% increased Aura Magnitudes
25% reduced Armour Break taken
You cannot be Electrocuted
Immune to Bleeding while Shapeshifted
Immune to Maim while Shapeshifted
Immune to Exposure
Unaffected by Elemental Weakness
Archon recovery period expires 10% faster
Mastery: Bestiary
20% increased Freeze Buildup
20% increased Elemental Damage
Witch: Minions deal 20% increased Damage
30% increased Elemental Damage
8% increased Area of Effect for Attacks
20% increased Elemental Damage
15% increased chance to inflict Ailments
Archon Buffs also grant 10% increased Movement Speed
Damage Penetrates 20% Elemental Resistances for each time you've used a Skill that Requires Glory in the past 6 seconds
Requires The Unseen Path
5% reduced maximum Life
Requires The Unseen Path
Requires The Unseen Path
Ascendancy: Blood Mage
Character: Witch
Ascendancy: Disciple of Varashta
Character: Sorceress
100% of Elemental Damage is taken from Mana before Life
Ascendancy: Pathfinder
Character: Ranger
40% increased Elemental Damage
Elemental Ailment Threshold
A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment, as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
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.
Ice Archon
Ice Archon is a type of Archon Buff. It grants:
• 25% more Cold Damage with Spells
• Convert 100% of Elemental Damage with Spells to Cold Damage
• Cannot deal Non-Cold Damage with Spells
• Hits with Spells cause 100% more Freeze Buildup
Using a non-instant Attack causes Ice Archon to be removed immediately.
• 25% more Cold Damage with Spells
• Convert 100% of Elemental Damage with Spells to Cold Damage
• Cannot deal Non-Cold Damage with Spells
• Hits with Spells cause 100% more Freeze Buildup
Using a non-instant Attack causes Ice Archon to be removed immediately.
Flame Archon
Flame Archon is a type of Archon Buff. It grants:
• 25% more Fire Damage with Spells
• Convert 100% of Elemental Damage with Spells to Fire Damage
• Cannot deal Non-Fire Damage with Spells
• Spells have 100% more Flammability Magnitude
Using a non-instant Attack causes Flame Archon to be removed immediately.
• 25% more Fire Damage with Spells
• Convert 100% of Elemental Damage with Spells to Fire Damage
• Cannot deal Non-Fire Damage with Spells
• Spells have 100% more Flammability Magnitude
Using a non-instant Attack causes Flame Archon to be removed immediately.
Lightning Archon
Lightning Archon is a type of Archon Buff. It grants:
• 25% more Lightning Damage with Spells
• Convert 100% of Elemental Damage with Spells to Lightning Damage
• Cannot deal Non-Lightning Damage with Spells
• Hits with Spells have 100% more Shock chance
Using a non-instant Attack causes Lightning Archon to be removed immediately.
• 25% more Lightning Damage with Spells
• Convert 100% of Elemental Damage with Spells to Lightning Damage
• Cannot deal Non-Lightning Damage with Spells
• Hits with Spells have 100% more Shock chance
Using a non-instant Attack causes Lightning Archon to be removed immediately.
Elemental Archon
Elemental Archon is a type of Archon Buff. It grants:
• 25% more Elemental Damage with Spells
• Cannot deal Non-Elemental Damage with Spells
• Hits with Spells cause 100% more Freeze Buildup
• Spells have 100% more Flammability Magnitude
• Hits with Spells have 100% more Shock chance
Using a non-instant Attack causes Elemental Archon to be removed immediately.
• 25% more Elemental Damage with Spells
• Cannot deal Non-Elemental Damage with Spells
• Hits with Spells cause 100% more Freeze Buildup
• Spells have 100% more Flammability Magnitude
• Hits with Spells have 100% more Shock chance
Using a non-instant Attack causes Elemental Archon to be removed immediately.
Adaptation
Adaptations are gained by taking Elemental Damage from Hits and cause you to take less damage of that Type from subsequent Hits.
Unless otherwise specified, you can have 3 Adaptations at a time, and Adaptations do not have a duration.
Unless otherwise specified, you can have 3 Adaptations at a time, and Adaptations do not have a duration.
Bear Form
Shapeshifting into a Bear grants access to devastating Slams and Fire Attacks fuelled by smouldering Rage.
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance Charge for every 15 Rage you spend
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance Charge for every 15 Rage you spend
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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.





































































