ElementalDamage Ref /105
+(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
+(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
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
+(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


(10–20)% reduced Cast Speed
(5–15)% increased Intelligence
4% increased Spell Damage per 10 Intelligence


+(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]
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.
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.
Consume 3 Endurance Charges to Raise a Totem that uses socketed Mace Skills. This Totem has no Limit. 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.
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 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 causes Armour to partially apply to Elemental Hit Damage.
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Resonance of any type you have.
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.
Saqawal's Rune of the Sky
Stack Size: 1 / 10
Requires: Level 50
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Citaqualotl
Stack Size: 1 / 10
Pearlescent Amulet
Requires: Level 8
Prismatic Ring
Requires: Level 35
Warlord Cuirass
25% increased Armour
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
Archon Buffs also grant 10% increased Movement Speed
Ascendancy: Smith of Kitava
Character: Warrior
Ascendancy: Blood Mage
Character: Witch
Ascendancy: Pathfinder
Character: Ranger
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.
Map Node
This represents a Map. A Waystone can be used to access it.
If you fail to complete the Map, it may be attempted again but will not contain additional content, Essences, Shrines, or Strongboxes. It will not be Corrupted and cannot be influenced by Precursor Towers.
Maps between Tier 6 and Tier 10 have an additional 10% penalty to Elemental Resistances.
Maps between Tier 11 and Tier 16 have an additional 10% penalty to Elemental Resistances.
To complete a Map, defeat all Rare Enemies. In Maps with Bosses, you must additionally defeat the Boss to complete it.
If you fail to complete the Map, it may be attempted again but will not contain additional content, Essences, Shrines, or Strongboxes. It will not be Corrupted and cannot be influenced by Precursor Towers.
Maps between Tier 6 and Tier 10 have an additional 10% penalty to Elemental Resistances.
Maps between Tier 11 and Tier 16 have an additional 10% penalty to Elemental Resistances.
To complete a Map, defeat all Rare Enemies. In Maps with Bosses, you must additionally defeat the Boss to complete it.
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.
Archon Buff
Archons are a type of Buff that augment your Elemental prowess with Spells. There are Archon Buffs related to each Element: Flame Archon, Ice Archon, and Lightning Archon.
By default each Archon Buff lasts 10 seconds, but will be removed early if you use any non-instant Attack.
You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.
By default each Archon Buff lasts 10 seconds, but will be removed early if you use any non-instant Attack.
You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.