HitDamage Ref /302
Hit Damage
Any damage that isn't damage over time is Hit damage.

Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
50% reduced Evasion Rating
+(40–60) to maximum Life
(3–5) Life Regeneration per second
Gain 10 Rage when Critically Hit by an Enemy
Gain 5 Rage when Hit by an Enemy
Adds (8–12) to (16–18) Physical Damage
+(10–15) to Strength
Causes Bleeding on Hit
(4–5) to (8–10) Physical Thorns damage
Grants Skill: Raise Shield
80% increased Block chance
(100–150)% increased Armour
+(13–17)% to Chaos Resistance
You take 20% of damage from Blocked Hits
Enemies are Culled on Block
(30–50)% increased Energy Shield
+(10–20) to Dexterity
(10–15)% reduced Attack and Cast Speed
Lightning damage from Hits Contributes to Electrocution Buildup
Adds (8–12) to (16–20) Physical Damage
Adds (8–12) to (16–20) Cold Damage
+5% to Critical Hit Chance
All Damage from Hits with this Weapon Contributes to Freeze Buildup
Culling Strike against Frozen Enemies
+(20–30) to Strength
+(20–30) to Intelligence
+(30–40)% to Cold Resistance
Freeze as though dealing Cold damage equal to 10% of your maximum Mana when Hit
(100–140)% increased Evasion Rating
+(10–15) to Dexterity
+(15–25)% to Lightning Resistance
Gain 0% to 40% increased Movement Speed at random when Hit, until Hit again
Grants Skill: Raise Shield
10% reduced Movement Speed
(100–150)% increased Armour
+(100–150) to Stun Threshold
Can Block damage from all Hits
Cannot use Shield Skills
(60–100)% increased Armour and Evasion
(-20–-10)% to Fire Resistance
Damage of Enemies Hitting you is Unlucky while you are on Low Life
50% chance to Avoid Death from Hits
Grants Skill: Level 1 Bone Blast
(80–100)% increased Spell Damage
Gain (10–15) Life per Enemy Killed
25% chance to inflict Bleeding on Hit
25% of Spell Mana Cost Converted to Life Cost
(100–150)% increased Evasion Rating
+(20–30)% to Cold Resistance
Maximum 10 Fragile Regrowth
0.5% of maximum Life Regenerated per second per Fragile Regrowth
10% increased Mana Regeneration Rate per Fragile Regrowth
Lose all Fragile Regrowth when Hit
Gain 1 Fragile Regrowth each second
(100–150)% increased Evasion Rating
+300 to maximum Life
25% reduced Attribute Requirements
100% of Fire Damage from Hits taken as Physical Damage
(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
+(50–70) to maximum Mana
+(20–30)% to Lightning Resistance
20% chance to gain a Power Charge on Hit
Lose all Power Charges on reaching maximum Power Charges
Shocks you when you reach maximum Power Charges
(120–160)% increased Armour
50% chance to inflict Bleeding on Hit
50% reduced Slowing Potency of Debuffs on You
(15–20) to (25–30) Physical Thorns damage
(50–100)% increased Armour and Evasion
+(60–80) to maximum Life
Armour also applies to Lightning damage taken from Hits
Enemies in your Presence have Lightning Resistance equal to yours
Lightning Resistance does not affect Lightning damage taken
10% increased Movement Speed
(100–150)% increased Armour
+(80–100) to maximum Life
(80–100)% increased Chance to be afflicted by Ailments when Hit
25% increased Movement Speed while affected by an Ailment
(100–150)% increased Armour and Energy Shield
(15–25) Life Regeneration per second
(15–25)% increased Mana Regeneration Rate
Alternating every 5 seconds:
Take 30% less Damage from Hits
Take 30% less Damage over time
Adds 1 to (60–80) Lightning Damage
+(300–400) to Accuracy Rating
(5–30)% increased Attack Speed
On Hitting an enemy, gains maximum added Lightning damage equal to
the enemy's Power for 6 seconds, up to a total of 500
(40–60)% increased Evasion Rating
+(7–17)% to Chaos Resistance
(6–10) Life Regeneration per second
(20–30)% chance to Poison on Hit
Targets can be affected by +1 of your Poisons at the same time
(30–50)% increased Evasion and Energy Shield
(4–6)% increased Attack Speed
(20–30)% chance to Poison on Hit
All Damage from Hits Contributes to Poison Magnitude
(100–200)% increased Evasion Rating
(15–25)% increased Critical Hit Chance
+(30–40) to Dexterity
150% increased Global Evasion Rating when on Low Life
15% of Damage from Hits is taken from your Damageable Companion's Life before you
(40–60)% increased Evasion and Energy Shield
+(10–20)% to all Elemental Resistances
Fire Damage from Hits Contributes to Shock Chance instead of Ignite Chance and Magnitude
Cold Damage from Hits Contributes to Ignite Chance and Magnitude instead of Chill Magnitude or Freeze Buildup
Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
+20 to Armour
(5–15)% increased Rarity of Items found
+(20–30) to Dexterity
Gain 1 Rage on Melee Hit
Every Rage also grants 1% increased Stun Threshold
+(100–150) to Accuracy Rating
+(60–80) to maximum Life
+(20–25)% to Fire Resistance
25% increased Light Radius
When you Leech Life from a Hit, Allies in your Presence also Leech the same amount of Life
(60–100)% increased Armour and Evasion
+(75–125) to Accuracy Rating
(10–15) Life Regeneration per second
Deal 4% increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence, up to a maximum of 200%
(50–100)% increased Armour and Energy Shield
+(40–80) to maximum Life
10% increased Rarity of Items found
(10–15) to (20–25) Physical Thorns damage
+(10–15)% to Critical Damage Bonus
Adds (21–26) to (25–31) Physical Damage
(10–15)% increased Attack Speed
Breaks Armour equal to 40% of damage from Hits with this weapon
Fully Armour Broken enemies you kill with Hits Shatter
(15–30)% increased Movement Speed
(60–80)% increased Armour, Evasion and Energy Shield
Dodge Roll avoids all Hits
10% less Movement and Skill Speed per Dodge Roll in the past 20 seconds
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
+(20–30)% to Cold Resistance
(20–30)% increased Cold Damage
+(40–60) to maximum Mana
+(10–15) to Strength
Enemies Chilled by your Hits can be Shattered as though Frozen
+(20–30)% to Lightning Resistance
+(20–30)% to Lightning Resistance
(30–50)% increased Mana Regeneration Rate
Lightning Damage of Enemies Hitting you is Unlucky
Adds 1 to 4 Physical Damage to Attacks
(3–6) Life Regeneration per second
Adds (4–6) to (8–10) Chaos Damage to Attacks
25% chance to Intimidate Enemies for 4 seconds on Hit
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
Grants Skill: Parry
(30–50)% increased Block chance
+(20–30) to Evasion Rating
You take 50% of damage from Blocked Hits
Strikes deal Splash damage to targets within 1.5 metres
Adds (25–35) to (40–50) Physical Damage
Leeches 10% of Physical Damage as Life
(10–20)% chance to cause Bleeding on Hit
All Attacks count as Empowered Attacks
Cannot use Warcries
Grants Skill: Chaos Bolt
(60–100)% increased Spell Damage
+(60–100) to maximum Mana
+(7–13)% to Chaos Resistance
Spells have a 25% chance to inflict Withered for 4 seconds on Hit
(100–150)% increased Armour and Energy Shield
(50–100)% increased Energy Shield Recharge Rate
(25–35) Life Regeneration per second
(30–50)% reduced Bleeding Duration on you
(30–50)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
+20 to Armour
(5–15)% increased Rarity of Items found
+(20–30) to Strength
Every Rage also grants 1% increased Armour
Gain 1 Rage on Melee Hit
(100–150)% increased Armour and Evasion
(10–40)% chance to Avoid Physical Damage from Hits
(10–40)% chance to Avoid Chaos Damage from Hits
Enemies in your Presence are Intimidated
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
+(10–15) to Dexterity
(6–10)% increased maximum Life
+(10–20) to Strength
(25–40)% increased Mana Regeneration Rate
Recover (10–20)% of Missing Life before being Hit by an Enemy
(20–30)% increased Critical Hit Chance for Attacks
(10–15)% reduced Attack Speed
Chaos Damage from Hits also Contributes to Freeze Buildup
Chaos Damage from Hits also Contributes to Electrocute Buildup
Attacks Gain (10–20)% of Physical Damage as extra Chaos Damage
Grants Skill: Spear Throw
Adds (2–3) to (6–8) Physical Damage
20% increased Melee Strike Range with this weapon
Any number of Poisons from this Weapon can affect a target at the same time
Always Poison on Hit with this weapon
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
Adds (10–15) to (21–26) Physical Damage
+100 to Evasion Rating
(10–20)% increased Attack Speed
(30–60)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
(30–60)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
Grants Skill: Spear Throw
(150–200)% increased Physical Damage
(10–15)% reduced Attack Speed
+(15–30) to Strength
Strikes deal Splash damage to targets within 1.5 metres
Knocks Back Enemies on Hit
Cannot use Projectile Attacks
Grants Skill: Spear Throw
(15–25)% chance to Maim on Hit
Adds (13–17) to (22–28) Physical Damage
+(100–150) to Accuracy Rating
10% increased Attack Speed
All Damage from Hits with this Weapon Contributes to Pin Buildup
(20–30)% increased Projectile Speed with this Weapon
Grants Skill: Spear Throw
Adds (14–26) to (27–32) Physical Damage
Adds (33–41) to (47–53) Fire Damage
(15–25)% chance to cause Bleeding on Hit
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(25–40)% chance to Aggravate Bleeding on Hit
(30–40)% increased Elemental Ailment Threshold
(100–130)% increased Evasion Rating
Adds (13–20) to (21–31) Cold damage to Attacks
+(30–40) to Dexterity
25% increased Chill Duration on Enemies
Can Evade all Hits if you have not been Hit Recently
local weapon implicit hidden % base damage is chaos [100]
Adds 1 to (200–300) Lightning Damage
(10–15)% increased Attack Speed
100% of Lightning Damage Converted to Chaos Damage
Chaos Damage from Hits also Contributes to Shock Chance
(100–200)% increased Energy Shield
(30–50)% increased Energy Shield Recharge Rate
20% of Elemental damage from Hits taken as Chaos damage
+25% chance to be Poisoned
(60–100)% increased Energy Shield
+(60–100) to maximum Mana
(10–15)% increased Rarity of Items found
Your Hits can Penetrate Elemental Resistances down to a minimum of -50%
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup
All Damage from Hits with this Weapon Contributes to Chill Magnitude
(70–100)% increased Evasion Rating
(10–20)% increased Rarity of Items found
+(15–25)% to Lightning Resistance
Gain Tailwind on Critical Hit, no more than once per second
Lose all Tailwind when Hit
Used when you become Shocked
(10–20)% increased Duration
Lightning Damage of Enemies Hitting you is Unlucky during effect
Used when you take Chaos damage from a Hit
(15–25)% increased Duration
50% of Chaos damage you prevent when Hit Recouped as Life and Mana during effect
Supports any skill that Hits enemies, causing it to Knock Back enemies.
Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
Supports Melee Attacks, causing them to grant Rage on Hit.
Supports any skill that Hits enemies, causing it to deal more damage against enemies on Low Life.
Supports any skill that Hits enemies, making it more likely to Ignite.
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 its Ignites to be inflicted less often but last longer.
Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when it Fully Breaks an enemy's Armour.
Supports any skill that Hits enemies, causing it to inflict Fire Exposure when Igniting.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
Supports Skills which deal Damage with Hits. When Supported Skills Pin an Enemy, they also Aggravate Bleeding on that Enemy.
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding.
Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills cannot be used unless you have been stationary for a certain duration, but deal increasingly more damage the longer you are stationary. Cannot support Skills which have a reservation, are Triggered, have a cooldown or have another usage Condition.
Supports Melee Attack Skills. Supported Skills trigger Quill Burst, which deals your Thorns Damage in an Area around the target struck. Quill Burst can only be triggered on Hit after you've Retaliated with Thorns Damage.
Supports Strikes you use yourself. Supported Skills cannot be used until you have Blocked a certain number of Hits, but will be Ancestrally Boosted when used. After use, this Blocked Hit counter will reset. Cannot Support Channelled Skills or Skills which already have a Condition for use.
Supports Melee Strike Skills. Supported Skills deal your Thorns Damage on Hit after you've Retaliated with Thorns Damage.
Supports Skills which Hit Enemies, causing Knockback from those Hits to be significantly more effective.
Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
Supports Attacks. Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.
Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
Supports any skill that Hits enemies, causing them to Blind on Hit.
Supports any skill that Hits enemies, making those Hits Penetrate enemy Lightning resistance.
Supports Projectile skills and any other skills that Chain, causing them to Chain additional times.
Supports any skill that Hits enemies, making it more likely to Shock.
Supports any skill that Hits enemies, giving it a chance to Poison enemies.
Supports Attacks, causing them to Maim enemies.
Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
Supports any skill that Hits enemies, causing any Pin buildup it inflicts to be stronger the closer the enemy is to you.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
Supports any skill that Hits enemies, causing you to recover Life when it Culls an enemy.
Supports any skill that Hits enemies, causing you to recover Mana when it Culls an enemy.
Supports any skill that Hits enemies, allowing it to inflict an extra Poison on enemies but shortening the duration of those Poisons.
Supports any skill that Hits enemies, causing it to inflict Lightning Exposure when inflicting Shock.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit.
Supports Strike Skills. Supported Skills have a chance to build additional Combo on Hit. Cannot support Skills used by Minions.
Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
Supports Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
Supports Skills which can cause Damaging Hits, causing base chance to inflict Bleed with Supported Skills to instead apply to base chance to Poison, and causing base chance to Poison to instead apply to Bleed.
Supports Attack Skills. Supported Skills always hit Dazed Enemies, but Consume Daze on Hit, and cannot themselves inflict Daze.
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 Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee 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 Skills you use yourself which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
Supports Ranged Spear Attacks. Supported Skills create Caltrops when Projectiles they create reach the end of their flight.
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Charm charges.
Supports Melee Attack Skills. Supported Skills apply Easy Target when Knocking Back Enemies, causing the next Projectile Attack Hit they take to deal increased Damage.
Supports Attacks you use yourself, causing them to Consume the Parried Debuff on Hit to grant you a Frenzy Charge. Cannot support Skills which already Consume the Parried Debuff.
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
Supports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills Break Armour against Parried Enemies.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Supports any skill that Hits enemies, making those Hits Penetrate enemy Cold resistance.
Supports any skill that Hits enemies, making it more effective at Freezing enemies.
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
Supports any skill that Hits enemies, giving it a chance to also Shock nearby enemies when you Shock an enemy.
Supports any skill that Hits enemies, causing Freeze it inflicts to last longer.
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less Hit damage.
Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
Supports any skill that Hits enemies, causing them to deal more damage to Frozen enemies but consume their Freeze. Cannot support skills that Consume Freeze.
Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on Critical Hit. The Mana Flare consumes your Mana to deal Fire damage. Cannot support the skills of Minions.
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Supports any skill that Hits enemies, causing it to inflict Cold Exposure when it Critically Hits an enemy.
Supports Spells that deal non-Ailment Chaos damage over time. Enemies taking damage over time from Debuffs caused by supported skills will suffer Freeze build up from Chaos damage Hits from any source. Does not Support Skills used by Minions.
Supports Spell Skills that Hit Enemies and you cast yourself, boosting Damage at the cost of Cast Speed.
Supports Spell Skills which cause Damaging Hits. Using supported Spells will cause you to Sacrifice a portion of your Life on use, gaining extra Chaos Damage in exchange. Does not support Persistent Skills, Minion Skills, or Triggered Skills.
Supports Skills which can fire Projectiles. Projectiles from Supported Skills always Fork when the initial Projectile Hits Frozen Enemies, but Supported Skills cannot build up Freeze themselves.
Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
Supports Skills which can Damage Enemies with Hits, causing all sources of Damage Gained to instead be treated as Damage Gained as extra Cold for Supported Skills.
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Mana Flask charges, Gaining a percentage of Damage as extra Lightning Damage per Mana Flask charge consumed.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Supports Skills which create Ground Surfaces, causing Enemies Chilled by those Surfaces to be more easily Frozen, but at the cost of some Chill magnitude.
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life.
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are pushed out of the way.
Perform a damaging warcry, Knocking Back nearby enemies. If a Heavy Stunned enemy is hit, your next Slam is Empowered to perform an additional Aftershock. If not, this skill's cooldown is reset. Only counts Heavily Stunned enemies for purposes of counting Power Gained.
Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
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.
While active, stores all Poison Damage you deal. Using the Plague Nova skill unleashes the stored Poison.
Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
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.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies with a high chance to Shock. Shocks caused by the Bolt will spread to Enemies near the impact.
Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
Harnesses a Companion Rhoa that you can ride. While you're mounted on the Rhoa, you can only use Bow, thrown Spear and Mark Skills, you run at full speed when attacking, and Hits against you cause Heavy Stun buildup. While you aren't mounted, the Rhoa attacks your enemies alongside you with its beak, but can be damaged.
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.
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.
Fire a Lightning-infused arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Mark a target, making them more susceptible to being Shocked. When the Marked target dies, a Lightning nova erupts from their corpse. This nova does not use your Weapon Damage, and instead uses its own base Attack Damage.
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.
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 Lightning Exposure, and can Consume Shock to conjure a stampede of spirits.
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
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.
While active, scatters caltrops in your wake when you dodge.
Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you.
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
Launch a spray of sparking Projectiles that travel erratically along the ground until they hit an enemy or expire.
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Shocked enemies Hit release damaging pulses.
Fire a slow-moving orb Projectile that moves through enemies. The orb itself does not Hit enemies, but repeatedly shoots bolts of Lightning at nearby targets.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains. The shield absorbs all damage from the next Hit each Minion takes, then explodes. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Curse all targets in an area after a short delay, making Hits against them ignore a portion of their Armour.
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.
Call down lightning to hit all enemies in a cone in front of you. Deals significantly more damage to Shocked enemies but Consumes Shock from them after damaging them. If a Shock is Consumed, additional lightning bolts are distributed among the targets hit. Targeting close to you will cause you to jump back as you cast.
While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales Enemies Hit, causing subsequent Attack Hits against those targets to deal extra Damage. Consumes your Power Charges to cause much larger explosions.
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies.
Shatter the frost on a Frozen enemy, Consuming the Freeze to deal a large amount of Cold Damage to enemies caught in the blast. Can also be cast on a Frostbolt to cause it to explode immediately. Any Frozen enemies hit by the Frostbolt's explosion will be dealt Cold Snap's damage and have their Freeze Consumed.
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Deploy a Ballista Totem that fires Pinning bolts which Maim Enemies.
While active, gains Energy when your Energy Shield is damaged by Enemy Hits. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
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.
Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, consumes their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
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 that deals Attack damage but does not use your weapon's damage. This skill can be used while using other skills.
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.
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.
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.
Load your Crossbow with a clip of charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. 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.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Fire attack damage in an area and inflicting Fire Exposure.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Lightning attack damage in an area and inflicting Lightning Exposure.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Cold attack damage in an area and inflicting Cold Exposure.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Chaos attack damage in an area. Poison inflicted by this skill has more effect.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Physical attack damage in an area. Bleeding inflicted by this skill has higher Magnitude.
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.
Mark a target, making them more susceptible to being Frozen. When the Marked target dies, a Cold nova erupts from their corpse. This nova 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.
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, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
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.
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, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
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.
30% increased Block chance
You take 10% of damage from Blocked Hits
25% increased Damage with One Handed Weapons
Attacks have 10% chance to Maim on Hit
100% increased Evasion Rating if you have been Hit Recently
30% reduced Evasion Rating if you haven't been Hit Recently
30% reduced Evasion Rating if you have been Hit Recently
100% increased Evasion Rating if you haven't been Hit Recently
50% increased Evasion Rating if you have been Hit Recently
50% increased Armour if you haven't been Hit Recently
20% increased Energy Shield Recovery Rate if you haven't been Hit Recently
3% increased Movement Speed while you have Energy Shield
Recover 20 Life when you Block
80% less Knockback Distance for Blocked Hits
Successfully Parrying a Melee Hit grants 40% increased Damage to your next Ranged Attack
Successfully Parrying a Projectile Hit grants 40% increased Damage to your next Melee Attack
10% increased Attack Speed
15% chance to Blind Enemies on Hit with Attacks
30% increased Stun Buildup
Gain 3 Rage when Hit by an Enemy
Every Rage also grants 2% increased Stun Threshold
Every Rage also grants 1% increased Armour
Gain 5 Rage when Hit by an Enemy
3% chance that if you would gain Rage on Hit, you instead gain up to your maximum Rage
Attack Hits Aggravate any Bleeding on targets which is older than 4 seconds
10% chance to inflict Bleeding on Hit
15% increased Magnitude of Bleeding you inflict
10% chance to Aggravate Bleeding on targets you Hit with Attacks
10% chance for Attack Hits to apply ten Incision
50% chance to Knock Back Bleeding Enemies with Hits
25% chance for Attacks to Maim on Hit against Poisoned Enemies
25% increased Magnitude of Poison you inflict
20% chance to Aggravate Bleeding on targets you Hit with Empowered Attacks
Empowered Attacks deal 30% increased Damage
Minions have 20% increased Area of Effect
Minions have 10% chance to inflict Withered on Hit
40% increased Melee Damage with Hits at Close Range
25% increased Armour if you've Hit an Enemy with a Melee Attack Recently
50% increased Melee Damage against Immobilised Enemies
25% increased Attack Damage
Attacks have 25% chance to Maim on Hit
24% increased Attack Damage
10% chance to Blind Enemies on Hit with Attacks
Mastery: Ultimatum
+4 to Melee Strike Range if you've dealt a Projectile Attack Hit in the past eight seconds
Projectiles have 25% chance to Fork if you've dealt a Melee Hit in the past eight seconds
30% increased Damage with Hits against Ignited Enemies
35% increased Damage with Hits against Burning Enemies
30% increased chance to Ignite
30% increased Damage with Hits against Burning Enemies
40% increased chance to Ignite
40% increased Damage with Hits against Ignited Enemies
20% increased Freeze Buildup
Hits ignore non-negative Elemental Resistances of Frozen Enemies
Shocking Hits have a 50% chance to also Shock enemies in a 1.5 metre radius
Hits Break 30% increased Armour on targets with Ailments
+10 to Strength
25% increased Physical Damage
Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt
10% chance to inflict Bleeding on Hit
20% increased Physical Damage
30% increased Stun Buildup
Hits Break 50% increased Armour on targets with Ailments
50% increased Critical Hit Chance against Enemies on Full Life
Cannot be Blinded while on Full Life
80% increased Damage with Hits against Enemies that are on Full Life
60% increased Damage with Hits against Enemies that are on Low Life
30% increased Stun Buildup against Enemies that are on Low Life
Damage with Hits is Lucky against Enemies that are on Low Life
120% increased Damage with Hits against Enemies that are on Low Life
5% increased Damage taken while on Low Life
Life Leech from your Hits also applies to your Companion
30% increased Damage with Hits against Hindered Enemies
Debuffs you inflict have 10% increased Slow Magnitude
20% increased Elemental Damage with Attacks
5% of Physical Damage from Hits taken as Damage of a Random Element
25% increased Blind duration
25% increased Damage with Hits against Blinded Enemies
Area Skills have 20% chance to Knock Enemies Back on Hit
20% increased Spell Area Damage
25% increased Damage with Hits against Rare and Unique Enemies
20% increased Accuracy Rating against Rare or Unique Enemies
20% increased chance to inflict Ailments against Rare or Unique Enemies
33% increased Damage with Hits against Enemies affected by Elemental Ailments
Huntress: +30 to Accuracy Rating
Huntress: 10% increased Accuracy Rating
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
24% increased Damage with Hits against Enemies affected by Elemental Ailments
30% increased chance to inflict Ailments against Rare or Unique Enemies
15% chance to Pierce an Enemy
15% increased Projectile Damage
Huntress: 30% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
Huntress: 30% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
25% increased Critical Hit Chance for Spells
Hits have 25% reduced Critical Hit Chance against you
20% increased Knockback Distance
20% chance to Knock Enemies Back with Hits at Close Range
30% chance for Lightning Damage with Hits to be Lucky
15% increased chance to inflict Ailments
Hits Break 30% increased Armour on targets with Ailments
15% increased Duration of Damaging Ailments on Enemies
30% increased Damage with Hits against Enemies affected by Ailments
Block Chance is doubled
You take 50% of Damage from Blocked Hits
Hits that deal Fire Damage remove Fire Exposure and inflict Lightning Exposure
Hits that deal Cold Damage remove Cold Exposure and inflict Fire Exposure
Hits that deal Lightning Damage remove Lightning Exposure and inflict Cold Exposure
Dodge Roll cannot Avoid Damage
Take 30% less Damage from Hits while Dodge Rolling
Ascendancy: Titan
Character: Warrior
Ascendancy: Warbringer
Character: Warrior
Break Armour equal to 10% of Hit Damage dealt
Ascendancy: Warbringer
Character: Warrior
20% of Damage from Hits is taken from your nearest Totem's Life before you
Ascendancy: Warbringer
Character: Warrior
25% less Block chance
Can Block Damage from all Hits while Shield is not Raised
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants 25% of Physical Damage from Hits taken as Fire Damage
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants Hits against you have 50% reduced Critical Damage Bonus
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants Armour also applies to Chaos Damage taken from Hits
Ascendancy: Blood Mage
Character: Witch
25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead
Ascendancy: Witchhunter
Character: Mercenary
Enemies have Maximum Concentration equal to 40% of their Maximum Life
Break enemy Concentration on Hit equal to 100% of Damage Dealt
Enemies regain 10% of Concentration every second if they haven't lost Concentration in the past 5 seconds
focus decay delay ms [5000]
Ascendancy: Acolyte of Chayula
Character: Monk
23% chance to Gain 25% of Damage with Hits as Extra Chaos Damage
13% chance to Gain 50% of Damage with Hits as Extra Chaos Damage
7% chance to Gain 100% of Damage with Hits as Extra Chaos Damage
Ascendancy: Deadeye
Character: Ranger
Gain Tailwind on Skill use
Lose all Tailwind when Hit
Ascendancy: Amazon
Character: Huntress
Chance to Hit with Attacks can exceed 100%
Gain additional Critical Hit Chance equal to 25% of excess chance to Hit with Attacks
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