Keywords /442
Test
This test case is designed to be overwitten by other content
Physical Damage
Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Fire Damage
Fire damage is one of the five Damage Types. It is reduced by Fire Resistance. Fire hits have a chance to Ignite based on how much Fire damage is dealt.
Cold Damage
Cold damage is one of the five Damage Types. It is reduced by Cold Resistance. Cold hits apply Chill and build up Freeze, but cannot build up Heavy Stun.
Lightning Damage
Lightning damage is one of the five Damage Types. It is reduced by Lightning Resistance. Lightning hits have a chance to Shock based on how much Lightning damage is dealt.
Chaos Damage
Chaos damage is one of the five Damage Types. It is reduced by Chaos Resistance.
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
Test custom content
test2
Ailments
Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.
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.
Strength
Strength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills.
Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.
Strength does not grant damage to Skills or any other benefits except where specifically stated.
Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.
Strength does not grant damage to Skills or any other benefits except where specifically stated.
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 +5 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 +5 to Accuracy Rating per 1 Dexterity.
Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
Intelligence
Intelligence is an Attribute required to use most equipment that grants Energy Shield, as well as various spell-aligned Weapons and Skills.
Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence
Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence
Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
Bleeding
Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.
Physical damage from Hits Contributes to Bleeding Magnitude.
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.
Physical damage from Hits Contributes to Bleeding Magnitude.
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
Blind
Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
Chill
Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds by default.
Cold damage from Hits Contributes to Chill Magnitude, up to a maximum Slow of 50%. All Hits that have any Contribution to Chill Magnitude can Chill, without requiring an explicit chance to inflict, provided the Magnitude meets a minimum threshold. So low damage Hits may still fail to Chill.
Cold damage from Hits Contributes to Chill Magnitude, up to a maximum Slow of 50%. All Hits that have any Contribution to Chill Magnitude can Chill, without requiring an explicit chance to inflict, provided the Magnitude meets a minimum threshold. So low damage Hits may still fail to Chill.
Chilled Ground
Chilled Ground Chills those standing in it, and lasts 6 seconds by default.
Consecrated Ground
You and Allies standing on your Consecrated Ground Regenerate 5% of their maximum Life per second, and Curses have 50% reduced effect on them.
Culling Strike
Culling Strikes kill Normal enemies if their life is at 30% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.
Decimating Strike
Hits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the Hit is applied.
Damage Types
The damage types are Physical, Fire, Cold, Lightning and Chaos.
Damaging Ailments
Ailments that deal damage are Bleeding, Ignite, and Poison.
Defences
Armour, Evasion Rating and Energy Shield are the standard Defences. Other protective stats such as Resistances are not counted as Defences.
Desecrated Ground
You take Chaos damage over time while standing in Desecrated Ground.
Elemental Ailments
Elemental Ailments are Ignite, Chill, Freeze, Shock, and Electrocute.
Freeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen.
Hinder
Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified.
Ignite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
Fire damage from Hits Contributes to both the chance to Ignite and the Magnitude of Ignite, so Hits dealing more Fire damage Ignite more often, and inflict stronger Ignites. By default a Hit has 1% chance to Ignite for every 4% of the target's Ailment Threshold dealt.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
Fire damage from Hits Contributes to both the chance to Ignite and the Magnitude of Ignite, so Hits dealing more Fire damage Ignite more often, and inflict stronger Ignites. By default a Hit has 1% chance to Ignite for every 4% of the target's Ailment Threshold dealt.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
Ignoring Resistances
Ignoring Resistances means your damage cannot be modified in any way by the target's Resistance stats.
Knockback
Knockback pushes Enemies away when Hit.
Life Leech
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Life is recovered over one second. Multiple Leeches can occur simultaneously.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Life is recovered over one second. Multiple Leeches can occur simultaneously.
Low Energy Shield
You are on Low Energy Shield if you have 35% of your Maximum Energy Shield or less.
Low Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less.
Low Mana
You are on Low Mana if you have 35% of your Maximum Mana or less.
Lucky
Lucky things are rolled twice and the better result used.
Maim
Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating.
Mana Leech
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Mana is recovered over one second. Multiple Leeches can occur simultaneously.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Mana is recovered over one second. Multiple Leeches can occur simultaneously.
Map Owner
The Map Owner is the player who created the Map area.
Non-Damaging Ailments
Ailments that do not deal damage are Chill, Freeze, Shock, and Electrocute.
Overkill
Overkill damage is any damage from a Hit in excess of the enemy's remaining Life when it is killed.
Poison
Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.
Physical and Chaos damage from Hits Contribute to Poison Magnitude.
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.
Physical and Chaos damage from Hits Contribute to Poison Magnitude.
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.
Rage
Rage grants 1% more Attack damage per 1 Rage gained, to a maximum of 30. You lose 1 Rage every 0.1 seconds if you have not taken damage or gained Rage in the last 2 seconds.
Only one Hit every 0.5 seconds can cause you to gain Rage.
Only one Hit every 0.5 seconds can cause you to gain Rage.
Recently
Recently refers to the past 4 seconds.
Shapeshifting
Shapeshifting changes you into a non-human form. While you are shapeshifted, your weapon slots are disabled and your Passive Skill Tree uses the Shapeshift configuration if you have created one.
Using a skill that is not compatible with your shapeshifted form will automatically revert you to human form.
Using a skill that is not compatible with your shapeshifted form will automatically revert you to human form.
Shock
Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
Smoke Clouds
Enemies standing in Smoke Clouds are Blinded.
Smoke Clouds have a radius of 2 metres unless otherwise specified.
Smoke Clouds have a radius of 2 metres unless otherwise specified.
Player Stun Threshold
Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits. A Stun chance of less than 10% is treated as 0%.
Enemy Stun Threshold
The lower an enemy's Stun Threshold, the less Stun buildup is needed to Stun or Heavy Stun them.
Freeze Threshold
Freeze Threshold determines how much Freeze buildup is needed to Freeze a target.
Unaffected
Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
Uncapped Resistance
Uncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.
Overcapped Resistance
Overcapped Resistance is the amount of a Resistance you have in excess of your Maximum Resistance for that damage type.
Unlucky
Unlucky things are rolled twice and the worse result used.
Immobilised
A target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted.
Stun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 10% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance and Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 10% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance and Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Light Stun
Any Hit has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 10% are treated as 0%.
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
Heavy Stun
Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Player Heavy Stun
Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount). A player's stun bar only empties when they are not taking these actions or Heavily Stunned. While Heavily Stunned players cannot Block or Evade Hits.
Electrocution
Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution.
Pinned
Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 4 seconds. They are also Light Stunned when they become Pinned.
Pinned targets count as Immobilised.
Pinned targets count as Immobilised.
Overwhelm
Overwhelm negates a certain amount of the target's Physical damage reduction, but never more than the total Physical damage reduction the target has.
Melee
Melee Attacks are those that directly hit with a melee Strike or a Slam, dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage.
Any Projectiles these attacks create do not count as Melee damage.
Any Projectiles these attacks create do not count as Melee damage.
Slams
Slams are Melee Attacks that cause damaging areas of effect, rather than Striking enemies with your weapon directly. Damage from Slams is still Melee damage.
Chain
Effects that Chain are redirected to another target after hitting an enemy. Projectiles cannot Chain from enemies they Pierce or Fork from.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres.
Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres.
Pierce
Projectiles that Pierce can pass through a target while still damaging them.
Fork
Projectiles that Fork split into two the first time they hit an enemy and do not Pierce it.
Split
Projectiles that Split fire at a number of targets within 6 metres by splitting into multiple Projectiles the first time they Hit an enemy.
Some non-Projectile beam Skills can also Split.
Some non-Projectile beam Skills can also Split.
Deflect
50% of damage from Deflected Hits and Ailments they inflict is prevented.
Suppress
50% of damage from Suppressed Hits and Ailments they inflict is prevented.
Block
Blocking completely prevents the damage of an incoming Strike or Projectile.
You will still take any Stun, Freeze and other debuffs from the Blocked hit. You can't Block while Stunned or Frozen.
Some skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the skill.
You will still take any Stun, Freeze and other debuffs from the Blocked hit. You can't Block while Stunned or Frozen.
Some skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the skill.
Chance to Block
Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield) does not affect your Chance to Block.
Overcapped Block Chance
Overcapped Block Chance is the amount by which your Chance to Block exceeds your maximum Chance to Block.
Strike
A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
Projectile
A Projectile is a moving Attack or Spell that usually impacts with targets when it hits them.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.
Resistances
Resistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances.
Player resistances are lowered as you progress through the game, and can be improved with Equipment, Passives & Quest items.
Player resistances are lowered as you progress through the game, and can be improved with Equipment, Passives & Quest items.
Critical Hits
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Critical Damage Bonus
Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
Jagged Ground
Jagged Ground Slows the movement speed of enemies in its area by 20%.
Totems
Totems are allied constructs which use skills for you. Totems are not Minions and their skills benefit from your stats, though they have their own defensive stats and can be damaged or killed.
Totem Limit is shared between different types of Totem by default.
Totem Limit is shared between different types of Totem by default.
Taunt
Enemies you Taunt can only target you, and deal 10% less damage with hits to anyone else. If not otherwise specified, Taunt lasts for 3 seconds.
Empowered Skills
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.
Monster Power
Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity:
Normal: 1
Magic: 2
Rare: 5
Unique monsters always have 20 Power.
Normal: 1
Magic: 2
Rare: 5
Unique monsters always have 20 Power.
Armour
Armour reduces Physical damage from hits. Damage reduction is proportional to the size of the hit, and is more effective at reducing smaller hits.
Burning
Burning damage is any Fire damage dealt over time, including things like Ignite.
Frozen
A Frozen target cannot move or act. Targets become Frozen when they reach 100% Freeze buildup.
Evasion
Evasion grants a chance to avoid enemy Strikes or Projectiles. Exact chance of success also depends on the attacker's Accuracy.
Accuracy
Accuracy is used to hit a target with an Attack, and is checked against the targets Evasion to determine that chance.
Player and Minion Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 12 metres away.
Player and Minion Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 12 metres away.
Energy Shield
Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
Chaos damage removes twice as much Energy Shield.
Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
Primed for Electrocution
Normal enemies are Primed for Electrocution when they have at least 40% Electrocution buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
Primed for Stun
Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
PrimedFreeze
PrimedFreeze
Iron Reflexes
Converts all Evasion Rating to Armour.
Slow
Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
Higher Rarity enemies are less affected by Slows:
15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters
Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first.
Higher Rarity enemies are less affected by Slows:
15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters
Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first.
Rarity
Item or monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Faster Start of Energy Shield Recharge
Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.
Energy Shield Recharge Rate
Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.
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.
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.
Spells
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
Attacks
Attacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type.
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.
Withered
Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.
Crushed
Crushed lowers Physical damage Reduction by 15%.
Crushing Blows
Crushing Blows cause a Heavy Stun on enemies that are Primed for Stun.
Brittle
Hits have up to +6% [CriticalHit|Critical Hit] Chance against Brittle enemies, based on the Cold damage of the Hit which inflicted Brittle, for 4 seconds.
Quest Item
Quest items are used to progress the story. They cannot be sold or stashed, but can be discarded. Discarded quest items can be reobtained from their original source.
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.
Maces
Maces are Melee weapons that can be One-Handed or Two-Handed. Maces require Strength to equip.
Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
Sceptres
Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.
Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
Wands
Wands are One-Handed Spellcasting weapons that require Intelligence to equip.
Wands cannot be Dual Wielded and cannot be used to Attack directly. However, they grant inbuilt Spells based on the wand type and powerful bonuses to spells.
Wands cannot be Dual Wielded and cannot be used to Attack directly. However, they grant inbuilt Spells based on the wand type and powerful bonuses to spells.
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.
Staves
Staves are Two-Handed Spellcasting weapons that require Intelligence to equip.
Staves cannot be used to Attack. However, they grant inbuilt Spells based on the staff type and powerful bonuses to spells.
Staves cannot be used to Attack. However, they grant inbuilt Spells based on the staff type and powerful bonuses to spells.
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.
Shields
Shields are armour items that are equipped in your off hand. While holding a Shield you have a chance to passively Block. Most Shields can also be raised to Block all incoming Strikes and Projectiles from the front.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.
Armoured Shields
Armoured Shields are any Shields that grant the player Armour — that is, any type of Shield other than Bucklers.
Bucklers
Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.
Foci
Foci are armour items that are equipped in your off hand and require Intelligence to equip.
Foci can grant significant amounts of Energy Shield and powerful bonuses to your Spells.
Foci can grant significant amounts of Energy Shield and powerful bonuses to your Spells.
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.
Spears
Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.
Spear combat is often a mix of both ranged and Melee, as many spear skills enable you to throw your spear.
Spear combat is often a mix of both ranged and Melee, as many spear skills enable you to throw your spear.
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.
Flails
Flails are One-Handed Melee weapons that require Strength and Intelligence to equip. Flails cannot be Dual Wielded.
Flail Attacks tend to reward careful placement and long wind-up times with devastating effects.
Flail Attacks tend to reward careful placement and long wind-up times with devastating effects.
Flasks
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Utility Flasks
Utility Flasks can only hold charges while in a flask slot. They can be bound to action buttons to trigger strategically during combat. Utility Flasks offer a buff or combat ability for a limited time.
Flasks refill at Checkpoints, Wells or by killing Monsters. More powerful Monsters will grant more charges.
Flasks refill at Checkpoints, Wells or by killing Monsters. More powerful Monsters will grant more charges.
Quivers
Quivers are off hand items that are only usable while you have a Bow equipped. Quivers provide a variety of bonuses to Bow Attacks.
Spirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.
One-Handed
One-handed weapons can be placed in the main weapon slot. Some one-handed weapon types can be dual wielded in both main and off hand weapon slots.
Two-Handed
Two-handed weapons take up both weapon slots when equipped.
Allies
Your allies include other players, Minions, and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.
You do not count as your own Ally.
Dual Wielding
Dual Wielding refers to using two Martial Weapons, one in each hand.
Minions
Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
Warcries
Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks, sometimes depending on the total Power of enemies counted.
Curses
Curses significantly Debuff affected targets. By default a target can have one Curse on them at a time.
Aftershocks
Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area.
Elusive
The Elusive buff grants increased Movement Speed, and additional chance to avoid damage. The effects of Elusive are reduced over time.
Shocked Ground
Shocked Ground Shocks those standing in it, and lasts 6 seconds by default.
Energy Shield Leech
When you deal damage from a Hit, Leech causes you to recover an amount of the stated resource equal to a percentage of the damage you dealt.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Energy Shield is recovered over one second. Multiple Leeches can occur simultaneously. Modifiers specific to Life Leech will not apply to Energy Shield Leech.
Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech.
Leeched Energy Shield is recovered over one second. Multiple Leeches can occur simultaneously. Modifiers specific to Life Leech will not apply to Energy Shield Leech.
Unarmed
Unarmed Attacks do not benefit from your equipped Weapon.
Orb Skills
Orb Skills create lasting effects at a location which damage enemies in an area around them.
Exposure
Exposure is a type of Debuff that lowers the affected enemy's Resistance to the corresponding damage type. By default it inflicts -20% to the specified Resistance and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of Resistance reduction, this can cause the enemy's Resistance to become negative.
Multiple sources of the same type of Exposure cannot stack with one another unless stated otherwise, and only the strongest source of Exposure will apply. Multiple different types of Exposure can apply to the same target at once.
Multiple sources of the same type of Exposure cannot stack with one another unless stated otherwise, and only the strongest source of Exposure will apply. Multiple different types of Exposure can apply to the same target at once.
Energy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
Energy cannot be gained from direct effects of Triggered Skills.
Energy cannot be gained from direct effects of Triggered Skills.
Ice Crystals
Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area.
Returning
Projectiles which Return will Return to the entity which originated them after reaching the end of their travel, or on hitting a final target.
Phasing
While Phasing, you can pass through enemies without being blocked by them.
Corpses
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.
Charges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
Elemental Damage Types
The three Elemental damage types are Fire, Cold, and Lightning.
Wells
Wells are present in every Town, and will refill your Flasks as well as restoring your Life and Mana when used.
Presence
Your Presence is an area around your character within which certain effects (such as many Auras) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.
Light Radius
Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
Item Rarity
Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
Magic items can have 2 Modifiers; a Prefix and a Suffix.
Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes.
More powerful and dangerous enemies are more likely to drop rarer Items.
Shatter
Frozen enemies Shatter when killed, destroying their corpse.
Resistance Penetration
Penetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits. Resistances can only be Penetrated down to a minimum of 0% by default.
Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments.
Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments.
Armour Break
Some Skills, Items, Support Gems and other effects can Break Armour, which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour, non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits.
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.
Armour Break below 0
Enemies with Armour Broken below 0 have negative Armour. This means they take more Physical damage from Hits. Armour broken below 0 is capped by the enemy's base Armour.
Channelling
Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.
Remote Skills
Remote Skills are Skills that are performed for you by a different entity, such as a Totem, Trap, or Clone. Minions are not Remote Skills.
Ancestral Boost
An Ancestrally Boosted Slam has 30% more damage and 20% more area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies.
Buffs
Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.
Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
Debuffs
Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
Persistent Skills
Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Effect Consumption
Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
Consuming a Debuff on an enemy causes the enemy to be immune to that Debuff for 1 seconds.
Chaos Orb
Removes a random modifier and augments a Rare item with a new random modifier.
Orb of Alteration
Reforges a Magic item with new random modifiers.
Orb of Transmutation
Upgrades a Normal item to a Magic item with 1 modifier.
Orb of Alchemy
Upgrades a Normal item to a Rare item with 4 modifiers.
Orb of Chance
Unpredictably either upgrades a Normal item to Unique rarity or destroys it.
Regal Orb
Upgrades a Magic item to a Rare item
Artificer's Orb
Adds a Rune Socket to a Martial Weapon or Armour
Auras
Auras apply Buffs to Allies within a radius, or Debuffs to enemies within a radius of the source of the Aura.
Stormsurge
Each Stormsurge on this Weapon grants 3% of damage Gained as Extra Lightning damage for 5 seconds. Maximum 10 Stormsurge.
Reviving Minions
Reviving Minions heal after avoiding damage for a short time, and automatically revive after a short delay when killed. This delay is reset whenever another Reviving Minion dies.
Quality
Quality grants small bonuses to an item depending on the type of item.
Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Defences per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Defences per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
Support Gems
Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.
You cannot use multiple copies of the same Support Gem at the same time, even on different Skill Gems.
You cannot use multiple copies of the same Support Gem at the same time, even on different Skill Gems.
Area of Effect Skills
This Skill has an effect that applies to every target in its area, rather than picking specific targets.
Areas of Effect that originate from a target hit by a Skill will add that target's size to their radius.
Areas of Effect that originate from a target hit by a Skill will add that target's size to their radius.
Duration Skills
This Skill has a Duration that can be modified.
Detonator Skills
Detonator Skills can cause flammable gas, Oil, explosives, and similar effects to explode on contact.
Nova Skills
Nova Skills take effect in a circular area around their user.
Triggered Skills
Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a skill attempt to apply to the same skill, that skill will be disabled.
If multiple methods of Triggering a skill attempt to apply to the same skill, that skill will be disabled.
Herald Skills
Herald Skills are a type of Persistent Buff that grant powerful effects on killing enemies.
Recoup
When you take damage from a Hit, Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.
Thorns
Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.
If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.
Some skills and other effects may also deal your thorns damage to enemies at other times.
If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.
Some skills and other effects may also deal your thorns damage to enemies at other times.
Ignited Ground
Ignited Ground Ignites enemies as long as they are standing on it. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
Critical Weakness
Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.
Elemental Ground Surfaces
Elemental Ground Surface include Shocked Ground, Chilled Ground, and Ignited Ground.
Crossbow Ammunition Skills
Using a Crossbow Ammunition Skill replaces your Crossbow's basic Attack with the skill indicated. The Ammunition Skill itself does not fire the Ammunition, only load it into your Crossbow.
Monster Modifiers
Magic and Rare Monsters can have Modifiers which will augment them in many dangerous ways, making them more powerful and deadly foes.
Magic Monsters will only ever have a single Monster Modifier, whereas Rare Monsters can have multiple.
Magic Monsters will only ever have a single Monster Modifier, whereas Rare Monsters can have multiple.
Unwavering Stance
Cannot be Light Stunned
Cannot Dodge Roll
Cannot Dodge Roll
Eldritch Battery
Converts all Energy Shield to Mana
Doubles Mana Costs
Doubles Mana Costs
Mind over Matter
All Damage is taken from Mana before Life
50% less Mana Recovery Rate
50% less Mana Recovery Rate
Blood Magic
You have no Mana
Skill Mana Costs Converted to Life Costs
Skill Mana Costs Converted to Life Costs
Giant's Blood
You can wield Two-Handed Axes, Maces and Swords in one hand
Triple Attribute requirements of weapons
Triple Attribute requirements of weapons
Vaal Pact
Life Leech is Instant
Cannot use Life Flasks
Cannot use Life Flasks
Pain Attunement
30% less Critical Damage Bonus when on Full Life
30% more Critical Damage Bonus when on Low Life
30% more Critical Damage Bonus when on Low Life
Hex Master
You can apply an additional Curse
Double Activation Delay of Curses
Double Activation Delay of Curses
Glancing Blows
Block Chance is doubled
You take 60% of damage from Blocked Hits
You take 60% of damage from Blocked Hits
Ancestral Bond
Unlimited number of Summoned Totems
Totems reserve 100 Spirit each
Totems reserve 100 Spirit each
Conduit
When you generate an Endurance, Frenzy or Power Charge, Allies in your Presence generate that Charge instead
Martial Weapons
Martial Weapons can be used to Attack. Axes, Bows, Claws, Crossbows, Daggers, Flails, Maces, Quarterstaves, Spears, and Swords are Martial Weapons.
Sacrifice
Sacrificing is loss of a resource (commonly Life, Mana or Energy Shield) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing Minion Life) can lead to their death.
Travel Skills
Travel Skills cover a large amount of distance without needing to target an enemy. If you have multiple Travel Skills with cooldowns, their cooldowns are shared.
Eternal Youth
Life Recharges instead of Energy Shield
Life Recovery from Flasks applies to Energy Shield instead
Life Recovery from Flasks applies to Energy Shield instead
Support Gem Requirements
Every Support Gem you have socketed will incur a cumulative Attribute requirement, generally at a value of five of the relevant stat for each support gem used.
This Attribute requirement is separate from that required by your Skill Gems and Equipment.
This Attribute requirement is separate from that required by your Skill Gems and Equipment.
Buff/Debuff Magnitude
The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
Buff/Debuff Effect
Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff, which come from its creator.
Heartstopper
Take 50% less damage over time if you've started taking damage over time in the past second
Take 50% more damage over time if you've haven't started taking damage over time in the past second
Take 50% more damage over time if you've haven't started taking damage over time in the past second
Elemental Equilibrium
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
Hits that deal Cold damage remove Cold Exposure and inflict Fire Exposure
Hits that deal Lightning damage remove Lightning Exposure and inflict Cold Exposure
Oasis
Cannot use [Charms|Charm]
30% more Recovery from Flasks
30% more Recovery from Flasks
Arcane Surge
Arcane Surge grants 10% more Cast Speed and 20% more Mana Regeneration Rate.
Arcane Surge
Arcane Surge grants 10% more Cast Speed and 20% more Mana Regeneration Rate.
It lasts for 4 seconds by default.
It lasts for 4 seconds by default.
Invoke
Invoked Skills are those Triggered by Invocation Skills.
Meta Gems
Meta Gems are Skill Gems that can use, Trigger, or otherwise apply the effects of other Skill Gems. Skill Gems and Support Gems can be socketed into them interchangeably, though most Meta Gems require at least one Skill Gem to be socketed to function.
Final Strike
Skills that meet this requirement use the term "Final Strike" to refer to the last hit of their combo. This includes basic Melee Attacks.
Corrupted Blood
Corrupted Blood is a Debuff that deals Physical damage over time and can stack up to 10 times.
Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding.
Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding.
Aggravated Bleeding
Bleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
Each Bleeding Debuff can be Aggravated, or not, independently — one Bleeding Debuff being Aggravated does not mean other Bleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new Bleeding Debuffs applied afterwards. However, effects which Aggravate Bleeding on a target do so to all Bleeding Debuffs currently on that target unless otherwise specified.
Aggravated Ignite
Ignite that has been Aggravated deals 100% extra damage.
Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires.
Just like Bleeding, each Ignite Debuff can be Aggravated, or not, independently of others on the target.
Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires.
Just like Bleeding, each Ignite Debuff can be Aggravated, or not, independently of others on the target.
Allies Leech the same amount
Their modifier to the amount they leech will not affect this amount; your modifiers have already applied to it.
Non-Stacking Effects
This effect does not stack. Applying it again before the first expires will refresh the duration.
Mark
Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
Life Recharge
Lost Life will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Life resets this delay, interrupting Recharge.
Modifiers to Energy Shield Recharge Rate or to how fast it starts will also apply to Life Recharge.
Modifiers to Energy Shield Recharge Rate or to how fast it starts will also apply to Life Recharge.
Energy Shield Recharge
Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.
Energy Shield Protecting Mana
Energy Shield will no longer protect you from Damage, unless that damage would be dealt to Mana.
Onslaught
Onslaught grants 20% increased Skill Speed and 10% increased movement speed.
Checkpoints
Checkpoints are a form of saving your progress through Wraeclast and will often appear before Boss fights and at points of interest. Reaching a Checkpoint will refill your Life, Mana, Flasks and Charms.
On death, you can choose to revive either in Town or at the last Checkpoint you reached. For this purpose, Waypoints also function as Checkpoints.
On death, you can choose to revive either in Town or at the last Checkpoint you reached. For this purpose, Waypoints also function as Checkpoints.
Waypoints
Waypoints are a form of saving your progress through Wraeclast. Most areas (though not all) will have one, and they can be used to quickly travel from area to area. Reaching a Waypoint will refill your Life, Mana, Flasks and Charms.
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.
Maximum Resistances
The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
Resonance
Gain Power Charges instead of Frenzy Charges
Gain Frenzy Charges instead of Endurance Charges
Gain Endurance Charges instead of Power Charges
Gain Frenzy Charges instead of Endurance Charges
Gain Endurance Charges instead of Power Charges
Sustained Skills
Sustained skills cause a large number of Hits over a period of time. They roll for Critical Hits independently each time they damage enemies, rather than rolling once for the entire skill as other skills do.
Daze
Some skills and effects will apply Daze to enemies on Hit. Daze builds up on a target up to 100%, at which point the target will become Dazed.
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup. There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
Daze lasts for 8 seconds, and a Dazed enemy will take 50% more Stun Buildup. There are also a number of Skills, Effects, and other mechanics which interact with Daze for various benefits.
Combo
Some skills and effects require a certain Combo count to use. Combo is built by successfully Striking Enemies. Combo count will fall off after a short duration of not building or maintaining further Combo.
Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you swap weapons.
Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you swap weapons.
Minion Death and Killing Minions
Minions whose durations expire or that are despawned by the player are considered to have died. However, effects that state they trigger when a Minion is Killed do not trigger in these cases. Minions are only Killed if they reach 0 life, though this can be caused by their summoner as well as enemies.
Surrounded
You are surrounded if there are at least 5 Enemies within 3 metres of you.
Reservation
Reservation effects prevent a portion of a given resource — usually Spirit, though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
Low Infernal Flame
You are on Low Infernal Flame if you have 35% of your maximum Infernal Flame or less.
Bulwark
Dodge Roll cannot Avoid Damage
Take 30% less Damage from Hits while Dodge Rolling
Take 30% less Damage from Hits while Dodge Rolling
Damage Conversion
Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock, but no longer scales with Fire damage modifiers or causes Ignite.
Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock, but no longer scales with Fire damage modifiers or causes Ignite.
Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
Damage Gained as extra X
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
Tailwind
Tailwind is a stacking Buff which grants 1% increased movement speed, 3% increased Skill Speed and 15% increased Evasion Rating per stack for 10 seconds, refreshing whenever you gain another stack. Maximum 10 stacks.
Jade
Jade is a stacking Buff which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks. A stack of Jade is lost when you take Physical Damage from a Hit.
Concentration
Enemies have less Cooldown Recovery Rate the lower their Concentration, scaling down to 50% less Cooldown Recovery Rate when Concentration is 0%.
Flame of Chayula
Collecting Flames of Chayula grants the following bonuses:
Red Flames of Chayula Leech 7% of your maximum Life to you
Blue Flames of Chayula Leech 7% of your maximum Mana to you
Purple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damage for 5 seconds, and stacks up to 10 times. Flames of Chayula count as Remnants.
Red Flames of Chayula Leech 7% of your maximum Life to you
Blue Flames of Chayula Leech 7% of your maximum Mana to you
Purple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damage for 5 seconds, and stacks up to 10 times. Flames of Chayula count as Remnants.
Small Passives
Small Passive Skills are Passives that are not Notables, Keystones, Ascendancy Passive Skills or Passive Skills where you can select an Attribute.
Valour
Valour is used to fuel Banner Skills. Killing an enemy with an Attack generates 1 Valour, and Banners passively gain 1 Valour per second while a Unique enemy is in your Presence. You can only gain Valour once every 0.5 seconds, and a Banner skill cannot gain Valour while its Banner is placed.
Each Banner has 50 maximum Valour by default. If you have multiple Banner skills active, each gains Valour separately.
Each Banner has 50 maximum Valour by default. If you have multiple Banner skills active, each gains Valour separately.
Intimidate
Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
Ballista Totems
Ballistas are a type of Totem that use Projectile Attacks.
Soul Core
Soul Cores are Vaalish artifacts that work in the same manner as Runes, but have unusual effects.
Honour
Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.
Lightning Ailments
Shock and Electrocute are Lightning Ailments.
Added Skill Use Time
This additional use time is fixed and will not be modified by skill use speed stats.
Covered in Oil
Enemies covered in Oil have their movement speed Slowed, are inflicted with Fire Exposure and have 200% more chance to be ignited.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite.
Oil Ground
Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Fire Exposure.
Ignited enemies, Ignited Ground, or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure.
Ignited enemies, Ignited Ground, or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure.
Str
[DNT] Str
Dex
[DNT] Dex
Int
[DNT] Int
Str/Dex
[DNT] Str/Dex
Str/Int
[DNT] Str/Int
Dex/Int
[DNT] Dex/Int
Str/Dex/Int
[DNT] Str/Dex/Int
One-Handed
[DNT] One-Handed
Two-Hander
[DNT] Two-Hander
Stat Totals
The Total value of a stat is the value after all calculations have been performed. Modifiers to the Total value apply after all other modifiers.
Adding to Stat Totals
Adding to the Total value of a stat occurs after all other calculations have been performed. This means that the added value does not benefit from percentage modifiers to the stat.
Charms
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated.
The maximum number of Charm slots is capped at 3.
The maximum number of Charm slots is capped at 3.
Zealot's Oath
Excess Life Recovery from Regeneration is applied to Energy Shield.
Energy Shield does not Recharge.
Energy Shield does not Recharge.
Unbound Fury
Chilling Enemies grants 1 Unbound Fury, Shocking or Igniting Enemies grants 2 Unbound Fury and Freezing or Electrocuting Enemies grants 6 Unbound Fury.
Stat Conversion
Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
For example, if you converted your Evasion to Armour, the converted portion would be scaled by percentage modifiers to Armour, but percentage modifiers to Evasion would have no effect.
For example, if you converted your Evasion to Armour, the converted portion would be scaled by percentage modifiers to Armour, but percentage modifiers to Evasion would have no effect.
Life Loss
Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield. Life Loss can still kill you.
Gaining Stats from other Stats
Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
For example, if you gained 50% of Evasion as Armour, the portion gained would be scaled by percentage modifiers to Armour, but not by percentage modifiers to Evasion.
For example, if you gained 50% of Evasion as Armour, the portion gained would be scaled by percentage modifiers to Armour, but not by percentage modifiers to Evasion.
Overflow
Recovery which Overflows its maximum can be recovered up to twice that maximum.
Minion Commands
Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.
Difficulty
Difficulty causes monsters to have increased damage and life, as well as improving the items they drop.
Certain Bosses with increased difficulty will gain new abilities and begin to drop exclusive items, and have a reduced number of Respawn Attempts.
Difficulty above 4 has no additional effect.
Certain Bosses with increased difficulty will gain new abilities and begin to drop exclusive items, and have a reduced number of Respawn Attempts.
Difficulty above 4 has no additional effect.
Revival Availability
Most endgame content allows for a limited number of deaths before you can no longer access the area. Most areas allow unlimited leaving and re-entry for other reasons except while fighting a boss.
On death during a boss fight, the Map Owner may respawn all players into a new instance of the area to attempt the boss fight again.
The number of modifiers on a Waystone will reduce the number of Revivals available allowed when opening a Map. For pinnacle endgame content, increased Difficulty will reduce the number of Revivals available.
On death during a boss fight, the Map Owner may respawn all players into a new instance of the area to attempt the boss fight again.
The number of modifiers on a Waystone will reduce the number of Revivals available allowed when opening a Map. For pinnacle endgame content, increased Difficulty will reduce the number of Revivals available.
Map Boss
Maps will occasionally contain a Map Boss. These Map Bosses are extremely powerful monsters that have special mechanics and drop greatly increased rewards.
Map Bosses frequently drop Maps one Tier higher.
Map Bosses frequently drop Maps one Tier higher.
Waking Nightmare
This Debuff causes you take 10% increased damage and have 10% reduced Light Radius for 10 seconds per stack.
Toughness
The higher toughness a monster has, the less damage it takes. A monster with 100% increased Toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on. Reduced toughness causes monsters to take more damage.
Spreading Ailments
Spreading an ailment inflicts a new, matching ailment on another target, from the same source. The new ailment can potentially spread further, but never back to the same target twice.
Dance with Death
25% more Skill Speed while Off Hand is empty and you have a One-Handed Martial Weapon equipped in your Main Hand.
Damage Contributing to Ailments
By default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite.
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Weapon Set Passive Skill Points
Weapon Set Passive Skill Points can be allocated in each of your Weapon Set Passive Trees, including your default Passive Tree.
Runic Inscriptions
Certain Skills which create Areas of Effect on the ground create Runic Inscriptions when doing so. Various effects such as Support Gems and Unique Items can interact with these Inscriptions to cause many different effects.
Offering Skills
Offering Skills target an active Skeleton Minion to create an Offering Spike. Offering Spikes grant various Buffs to you or your Minions, and can even directly damage Enemies. Offering Skills are themselves damageable Minions and their Buffs are lost if they die.
Payoff Skills
Payoff Skills have powerful extra affects when Hitting enemies inflicted with specific Debuffs, often Consuming the Debuff in the process. Payoff Skills cannot inflict the Debuff they interact with.
Grenade Skills
Grenade Skills are only usable when wielding a Crossbow. They have cooldowns, but generally deliver high damage or powerful utility.
Grenade Skills have a fuse duration and will generally not explode until the fuse has expired, so they are strongest when you aim carefully and predict enemy movements.
Grenades cannot Fork or Chain.
Grenade Skills have a fuse duration and will generally not explode until the fuse has expired, so they are strongest when you aim carefully and predict enemy movements.
Grenades cannot Fork or Chain.
Stun Recovery
Increasing your Stun Recovery causes you to recover more quickly from being Stunned.
Grasping Vines
Grasping Vines is a stacking Debuff that Slows character movement speed by 8% for each stack applied.
Enraged
Enraged is a Buff that grants 25% Toughness and 25% increased damage.
Volatiles
Volatiles are homing orbs which move towards a target before exploding after a duration or when they get close enough, dealing damage in a larger area.
Petrify
Petrify is a Debuff which causes targets to become covered in stone and unable to move or act.
Runes
Runes can be socketed into Weapons or Armours with a Rune Socket to add an additional modifier to the item, as listed on the Rune. Once socketed, a Rune cannot be removed.
Black Scythe Training
Gain no inherent bonus from Strength
1% increased Energy Shield per 2 Strength
1% increased Energy Shield per 2 Strength
Circular Teachings
Gain no inherent bonus from Dexterity
1% increased Armour per 2 Dexterity
1% increased Armour per 2 Dexterity
Knightly Tenets
Gain no inherent bonus from Intelligence
1% increased Evasion Rating per 2 Intelligence
1% increased Evasion Rating per 2 Intelligence
Sacred Water
Sacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase Boons from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.
Boons
Boons are positive effects that are applied to the Trial of the Sekhemas; making them easier to run.
Boons can be gained from certain Maraketh Shrines or from buying them from the Trial Merchant using Sacred Water.
Boons can be either Minor or Major, providing varying benefits to your Trial.
Boons can be gained from certain Maraketh Shrines or from buying them from the Trial Merchant using Sacred Water.
Boons can be either Minor or Major, providing varying benefits to your Trial.
Afflictions
Afflictions are negative effects that are applied to the Trial of the Sekhemas; making them harder to run.
Afflictions will be applied for entering certain rooms in the Trial or from encountering certain Maraketh Shrines.
Afflictions can be either Minor or Major, providing varying negative effects to your Trial.
Afflictions will be applied for entering certain rooms in the Trial or from encountering certain Maraketh Shrines.
Afflictions can be either Minor or Major, providing varying negative effects to your Trial.
Enfeeble
Enfeeble is a Curse that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%.
Binding Chains
Binding Chains is a stacking Debuff that Slows character movement speed by 8% for each stack applied.
Trial of the Sekhema Keys
Bronze, Silver or Gold Keys are sometimes awarded for completing rooms or for killing monsters within the Trial of the Sekhemas. After completing each floor of the Trial there will be an assortment of Bronze, Silver and Gold caches which can be opened by their respective key, revealing treasures within.
Relics
Relics are items that are placed in the Relic Altar before the start of the Trial of the Sekhemas.
Relics influence various aspects of the Trial to make it easier. Your Relics persist between Trials.
Selected Relics cannot be changed while you have an active Trial.
Relics have varying dimensions, so arrange them carefully to maximise your benefits.
You can unlock more Relic slots by killing bosses deeper into the Trials.
Spare Relics can be stored in the Relic Locker or any of your personal stash tabs.
Relics influence various aspects of the Trial to make it easier. Your Relics persist between Trials.
Selected Relics cannot be changed while you have an active Trial.
Relics have varying dimensions, so arrange them carefully to maximise your benefits.
You can unlock more Relic slots by killing bosses deeper into the Trials.
Spare Relics can be stored in the Relic Locker or any of your personal stash tabs.
Slow Magnitude Modifier
This is modifier applies to Debuffs you inflict that Slow enemies, and scales only the specific Magnitude that slows the target. It will not affect any other Magnitudes that Debuff has if it does other things in addition to the Slow.
High Infernal Flame
You are on High Infernal Flame if you have 65% of your maximum Infernal Flame or more.
Purple Flame of Chayula
Purple Flames of Chayula provide a stacking Buff granting 7% of damage as extra Chaos damage. Stacks up to 10 times.
Skill Speed
Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.
Wildwood Wisp
Wildwood Wisps grant 50% increased Tribute Gained to Players within 3 metres of it.
Close Range
Close Range is anywhere within 2 metres of your character. Normally, Melee Attacks you make are in Close Range.
Unleash
Unleash is an effect that allows Spells to accumulate Seals that allows the Spell to reoccur when being cast. There is a limit of 2 Seals per Spell.
Link Skills
Link Skills are Skills that allow you to link to your Allies to provide them with Buffs while you are within a certain distance of them.
Guard
Guard is a Buff that absorbs damage from Hits, taking the damage before your Life or Energy Shield until depleted.
Map Boss
Area contains a deadly Map Boss.
Delirium
Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will dissapear.
Defeating any monster while in this fog adds to a rewards counter, with the culminated rewards being dropped after the fog dissapears.
Simulacrum Splinters can be collected from Delirium Monsters to form a Simulacrum that allows access to a challenging Delirium encounter via the Realmgate.
Maps instilled with Distilled Emotions will have constant Delirium Fog throughout the map, and not have any rewards that drop as Delirium fog does not dissapear in these maps.
You must stay within this fog as it expands to maintain the Delirium or it will dissapear.
Defeating any monster while in this fog adds to a rewards counter, with the culminated rewards being dropped after the fog dissapears.
Simulacrum Splinters can be collected from Delirium Monsters to form a Simulacrum that allows access to a challenging Delirium encounter via the Realmgate.
Maps instilled with Distilled Emotions will have constant Delirium Fog throughout the map, and not have any rewards that drop as Delirium fog does not dissapear in these maps.
Expedition
Expeditions are Ancient Kalguuran burial sites, with hidden artifacts and dangers buried beneath the ground.
Help the Kalguuran Settlers set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait.
Remnants can also be detonated to add modifiers to the rest of the Expedition encounter; making them harder but more rewarding.
Expedition monsters and chests will occasionally drop Artifacts that can be traded at the Kalguuran Settlers for items.
Vendor Refresh Currencies can also occasionally drop which allow for the refreshing of Kalguuran Settler shops.
Help the Kalguuran Settlers set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait.
Remnants can also be detonated to add modifiers to the rest of the Expedition encounter; making them harder but more rewarding.
Expedition monsters and chests will occasionally drop Artifacts that can be traded at the Kalguuran Settlers for items.
Vendor Refresh Currencies can also occasionally drop which allow for the refreshing of Kalguuran Settler shops.
Breach
A Breach is a tear in the fabric of reality. Opening it will allow you to see and interact with monsters from another dimension.
The faster you can defeat these monsters, the longer you will keep the Breach open.
Breaches will sometimes have Clasped Hands, which drop items when walked over.
Breach Splinters can be collected from Clasped Hands and defeated Breach monsters to form a Breachstone that allows access to the Twisted Domain via the Realmgate.
The faster you can defeat these monsters, the longer you will keep the Breach open.
Breaches will sometimes have Clasped Hands, which drop items when walked over.
Breach Splinters can be collected from Clasped Hands and defeated Breach monsters to form a Breachstone that allows access to the Twisted Domain via the Realmgate.
Ritual
Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Irradiated
Area has +1 to Monster Level.
Precursor Tablets
Precursor Tablets are special items that can be consumed by completed Precursor Towers to add more Endgame Mechanics to surrounding maps on your Atlas.
Waystones
Waystones are items that can be used to travel to Maps on the Atlas.
Waystones come in different tiers, with higher tiers meaning higher level monsters to fight.
Waystones can be modified to increase the difficulty and reward of the monster encountered in maps.
Waystones come in different tiers, with higher tiers meaning higher level monsters to fight.
Waystones can be modified to increase the difficulty and reward of the monster encountered in maps.
Essence
Essence monsters are powerful monsters trapped in crystallised corruption.
Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.
Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.
Shrine
Shrines are Precursor Artifacts that empower monsters with its Presence with various effects.
Defeat all the monsters surrounding the Shrine and interact with it to temporarily gain the power for yourself.
Defeat all the monsters surrounding the Shrine and interact with it to temporarily gain the power for yourself.
Strongbox
Strongboxes are locked chests that contain various items.
Attempting to unlock a Strongbox will unleash packs of monsters that must be defeated in order to get the items within.
Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.
Attempting to unlock a Strongbox will unleash packs of monsters that must be defeated in order to get the items within.
Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.
Precursor Towers
Precursor Towers are ancient structures that are scattered all throughout the Atlas. Precursor Tower Maps can be completed to reveal a large area around them and allow for the use of a Precursor Tablet, modifying the Maps in an area around it.
Completing a Precursor Tower requires you to activate the Precursor Beacon.
Completing a Precursor Tower requires you to activate the Precursor Beacon.
Fracturing Mirrors
Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.
Acrobatics
Can Evade all Hits
75% less Evasion Rating
75% less Evasion Rating
Basic Jewel
Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
The Realmgate
The Realmgate is a piece of Vaal Technology which allows the use of Atlas mechanic keys; accessing deadly areas and facing off against powerful enemies.
The Reliquary Vault
The Reliquary Vault is a Vaal Vault which can be accessed by using Reliquary Keys found throughout the Atlas.
Corruption
Contains Corruption, which may add an additional modifier to the area.
Corrupted Areas cause slain monsters to Coalesce Corruption to manifest powerful monsters.
Corrupted Areas cause slain monsters to Coalesce Corruption to manifest powerful monsters.
Unique Map
Contains a Unique Map layout which may contain specialised rewards.
Unique Maps cannot gain additional content, Essences, Shrines, or Strongboxes.
Unique Maps cannot gain additional content, Essences, Shrines, or Strongboxes.
Hideout
Contains a Hideout that can be fully cleared to unlock the Hideout for personal use.
All monsters in the area are at least Magic.
All monsters in the area are at least Magic.
Wandering Trader
Contains a Wandering Trader who may offer you powerful rewards.
Copper Citadel
The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Crisis Fragment.
Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
Iron Citadel
The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Crisis Fragment.
Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
Stone Citadel
The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Crisis Fragment.
Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
The Burning Monolith
The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the Copper, Iron and Stone Citadels.
Access to this foe requires three different Crisis Fragments from the Copper, Iron and Stone Citadels.
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.
Cooldown Recovery Rate
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved.
Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
Cooldown Recovery Rate does not affect anything other than Skill cooldowns.
Jewels
Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
Iron Grip
Gain no inherent bonus from Strength
1% increased Projectile Attack damage per 2 Strength
1% increased Projectile Attack damage per 2 Strength
Iron Will
Gain no inherent bonus from Strength
1% increased Spell damage per 2 Strength
1% increased Spell damage per 2 Strength
Soul Eater
Gain 1% increased Skill Speed for 4 seconds when an enemy dies in your Presence, stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.
Leech
Leech can recover Life, Mana, or Energy Shield over time, usually as a result of Hitting an enemy and based on the damage of the Hit.
Historic Jewels
You can only have one Historic Jewel socketed.
Catalysts
Catalysts are Currency items that are exclusive drops from the Breach mechanic. Catalysts add Quality that affect certain modifiers on Ring and Amulet equipment.
Omens
Omens are Currency items that are exclusive drops from the Ritual mechanic. Omens enable exclusive meta-crafting effects, allowing for more specialised crafting.
Logbooks
Logbooks are items that are exclusive drops from the Expedition mechanic. Logbooks can be taken to Dannig to open a special area that is one very large Expedition Encounter.
Audience With The King
An Audience with the King is an item that is an exclusive drop from the Ritual mechanic. This item allows you to access the Crux of Nothingness via the Realmgate.
Distilled Emotions
Distilled Emotions are Currency items that are exclusive drops from the Delirium mechanic. Distilled Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
Maps can also be instilled, adding various rewards while making them more challenging.
Maps can also be instilled, adding various rewards while making them more challenging.
Corrupted Items
Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
Mirrored Items
Certain items can be found Mirrored or made Mirrored using a Mirror of Kalandra.
Mirrored items are copies of an original item. Most methods of item crafting and modification cannot be used on Mirrored items.
Mirrored items are copies of an original item. Most methods of item crafting and modification cannot be used on Mirrored items.
Hexproof
Hexproof means that you are Unaffected by Curses.
Runic
Runic Monsters are powerful monsters encountered in Expeditions.
Runic Monsters are more commonly found by using explosives on larger Expedition markers.
Runic Monsters are more commonly found by using explosives on larger Expedition markers.
Coalesced Corruption
Monsters slain close together have a chance to merge together and manifest powerful Monsters.
Perfect Timing
Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
Certain support gems and items can modify the duration of that timing window.
Certain support gems and items can modify the duration of that timing window.
Limit
Certain skills can only have a limited number of effects active at once.
If a new effect is created while at the maximum number of effects, the oldest effect will dissapear.
Certain support gems and items can modify skill effect limits.
If a new effect is created while at the maximum number of effects, the oldest effect will dissapear.
Certain support gems and items can modify skill effect limits.
Monster Soul Eater
Monsters with Soul Eater gain 1% increased Skill Speed and 1% less damage taken for 4 seconds when a monster dies in their Presence, stacking up to 50 times. A stack is lost every 0.5 seconds if one has not been gained within the past 4 seconds.
Remnants
Remnants are lingering objects in the world which can be collected for various bonuses. These are generally created by persistent Spirit Reserving Skills, and will do things like recovering your Life, temporarily boosting your Energy Shield or restoring Mana.
Ascendancy Points
Ascendancy Passive Skill Points can be allocated in your Ascendancy Skill Tree once you have chosen your Ascendancy. Your Ascendancy class is unlocked by completing any Ascension Trial. In order to change your Ascendancy, you must complete an Ascension Trial to the furthest extent you have successfully already done so, and then interact with the Ascendancy Altar while you have no Ascendancy Passive Skill Points currently assigned. Trialmaster and Balbala will offer the ability to refund passive points while in rooms with Ascendancy Altars to facilitate this.
You can obtain 4 sets of 2 Ascendancy Points for a total of 8 in the following ways:
Set 1 - Completing floor 1 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 7 Trials
Set 2 - Completing floor 2 of the Trial of the Sekhemas or completing the Trials of Chaos
Set 3 - Completing floor 3 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 10 Trials
Set 4 - Completing floor 4 of the Trial of the Sekhemas or completing the secret challenge behind the locked door in the Trials of Chaos
You can obtain 4 sets of 2 Ascendancy Points for a total of 8 in the following ways:
Set 1 - Completing floor 1 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 7 Trials
Set 2 - Completing floor 2 of the Trial of the Sekhemas or completing the Trials of Chaos
Set 3 - Completing floor 3 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 10 Trials
Set 4 - Completing floor 4 of the Trial of the Sekhemas or completing the secret challenge behind the locked door in the Trials of Chaos
Honour Resistance
You lose this much less Honour.
Maximum Honour Resistance is capped at 75% by default and cannot be higher than 90%.
Maximum Honour Resistance is capped at 75% by default and cannot be higher than 90%.
Stage-Gaining Skills
Skills can gain Stages passively or while attacking/casting them, depending on the Skill in question.
Stages gained for a given skill apply to that instance of the Skill and will not carry over from one area to another.
Stages gained for a given skill apply to that instance of the Skill and will not carry over from one area to another.
Primed for Pin
Normal enemies are Primed for Pin when they have at least 40% Pin buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.
Elemental Infusions
Elemental Infusions are consumed when you use a non-Melee Projectile Attack to Infuse the Projectiles fired by that Attack. Infused Projectiles trigger an Infused Blast when they reach the end of their flight.
Your weapon can have a maximum of 6 of each type of Infusion active by default. Infusions last 15 seconds. Infusions are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.
Projectiles which Split or Fork from an Infused Projectile do not gain the benefits of Infusion.
Your weapon can have a maximum of 6 of each type of Infusion active by default. Infusions last 15 seconds. Infusions are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap.
Projectiles which Split or Fork from an Infused Projectile do not gain the benefits of Infusion.
Chaos Infusion
Chaos Infusion behaves identically to Elemental Infusions, but causes a Chaos blast.
Banner Skills
Banner Skills generate Valour while carried, and can be placed to create powerful Buffing Areas which are more powerful the more Valour was consumed on placement.
Conditional Usage
Skills which are Conditional require some sort of condition to be met before they can be used. Combo is an example of this, but almost anything can be a condition, such as having to have killed a certain number of enemies Recently or having to have moved a certain distance.
Whirlwinds
Whirlwinds Blind and Slow the movement speed of enemies within them. If their creator crosses the edge of the Whirlwind it collapses, damaging and Knocking Back enemies caught inside. The collapse deals Melee damage.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind.
Trying to create a Whirlwind that would overlap with an existing Whirlwind instead moves the existing Whirlwind and grants it a stage, making it larger and more damaging.
A Whirlwind that overlaps an allied Elemental Ground Surface takes on that element, gaining 50% of damage as the corresponding type and applying the Ground Surface's debuff to enemies inside the Whirlwind.
Volatility
Volatility detonates after 4 seconds, dealing 100 Physical Damage to you per Volatility. For 10 seconds after detonation, you Gain 1% of Damage as Chaos for each Volatility which detonated. The detonation timer will reset on gaining another stack of Volatility.
Volatility can be gained once every 0.1 seconds, and Volatility does not normally have a maximum (though some effects can set one).
Volatility can be gained once every 0.1 seconds, and Volatility does not normally have a maximum (though some effects can set one).
Bloodstained
While Bleeding enemies build up Bloodstained, gaining the Bloodstained Debuff after Bleeding for a total of 6 seconds. Bloodstained builds up 100% faster if the Bleeding enemy is moving or the Bleed is Aggravated.
Certain skills allow you to view the Bloodstained Debuff on enemies and can consume the Debuff for powerful effects.
Certain skills allow you to view the Bloodstained Debuff on enemies and can consume the Debuff for powerful effects.
Revealing Weaknesses
Revealed Weaknesses are highlighted on enemy Life bars, and occupy a total of 45% of their maximum Life (but in random segments). While the enemy's current Life is within a highlighted segment, they are considered to have an Open Weakness.
Resonance
Resonance is a buff granted by the Trinity skill. There are three types of Resonance: Fire, Cold and Lightning. You can have a maximum of 100 of each type of Resonance.
You lose 5 Resonance per second of specific types if you haven't gained Resonance of that type in the past 8 seconds.
You lose 5 Resonance per second of specific types if you haven't gained Resonance of that type in the past 8 seconds.
Incision
Incision is a Debuff which causes the affected target to gain increasingly higher chance to be inflicted with Bleeding when Hit. All Incision stacks are removed when Bleeding is inflicted.
Each stack of Incision applies 10% chance to be inflicted with Bleeding when Hit. A maximum of 10 Incision stacks can be present on a target at once.
Each stack of Incision applies 10% chance to be inflicted with Bleeding when Hit. A maximum of 10 Incision stacks can be present on a target at once.
Retaliate with Thorns
Retaliating specifically refers only to the inherent ability to deal Thorns damage to enemies when they Hit you.
Some effects may cause you to deal Thorns damage in other ways, but those are not Retaliation, and effects which specifically care about when you Retaliate will ignore them.
Some effects may cause you to deal Thorns damage in other ways, but those are not Retaliation, and effects which specifically care about when you Retaliate will ignore them.
Companions
Companions are a type of Reviving Minion that are more complex and powerful than typical Minions. By default you can only have one Companion of any type summoned at a time.
Monster Category
Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.
Certain Skills interact with specific Monster Categories.
Certain Skills interact with specific Monster Categories.
Hobble
Hobbling a target lowers their Evasion by a specified amount. If this brings that target's Evasion value to 0, they are fully Hobbled for 12 seconds.
Hobble from Players lowers Evasion by 3 times as much against Normal Monsters and 2 times as much against Magic Monsters.
Hobble from Players lowers Evasion by 3 times as much against Normal Monsters and 2 times as much against Magic Monsters.
Hazards
Hazards are objects created in the world (usually by some player skill) and which are destroyed when traversed by an enemy, dealing damage and/or applying some effect to the enemy which triggered the Hazard.
Unholy Might
Unholy Might is a Buff that grants 30% of all damage as extra Chaos Damage.
Impale
Impale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude.
Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the stored damage of the Impale is added to the Pre-mitigation damage of that attack hit.
A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack Hits only Extracts and benefits from the strongest one of them.
Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the stored damage of the Impale is added to the Pre-mitigation damage of that attack hit.
A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack Hits only Extracts and benefits from the strongest one of them.
Blood Loss
All Physical damage over time taken by a target (including Bleeding) is accumulated as Blood Loss.
Perfection Buff
Perfection lasts for 10 seconds and can stack up to 4 times, granting 5% more Damage per stack. This Damage bonus is not limited to Skills Supported by Perfection Support.
Failing to successfully execute any Perfect Timing will remove all Perfection stacks on you.
Failing to successfully execute any Perfect Timing will remove all Perfection stacks on you.
Killing Blow
A Killing Blow is any Hit Damage which successfully reduces a target to zero Life, killing them. Damage over time cannot cause Killing Blows.
Forking Critical Hits
Hits with this weapon roll against their Critical Hit chance twice when determining if they are a Critical Hit.
If either roll succeeds, the hit will be a Critical Hit, and thus the Critical Damage Bonus will apply as normal.
If both rolls succeed, the hit will be a Critical Hit, and the Critical Damage Bonus will apply twice to that Hit.
If a modifier makes your Critical Hit Chance Lucky, that Luck will apply individually to both of these rolls.
If either roll succeeds, the hit will be a Critical Hit, and thus the Critical Damage Bonus will apply as normal.
If both rolls succeed, the hit will be a Critical Hit, and the Critical Damage Bonus will apply twice to that Hit.
If a modifier makes your Critical Hit Chance Lucky, that Luck will apply individually to both of these rolls.
Pre-mitigation Damage
Your Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour, Resistances or Blocking, prevents any of that damage.
The target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.
The target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage.
Easy Target
Easy Target is a Debuff which causes the next Projectile Attack Hit against the affected target to deal increased Damage, at which point the Debuff is consumed.
Expected Knockback
The Expected Knockback distance is the distance a target would be Knocked Back were there nothing impeding that Knockback, such as terrain, other entities, or other mitigating circumstances.
Rogue Exile
Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any Unique equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any Unique equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Azmeri Spirit
Azmeri Spirits are the spirits of various Azmeri Animal Guardians.
Azmeri Spirits appear as wisps that flee as you approch them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, making them more powerful.
Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
Azmeri Spirits appear as wisps that flee as you approch them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, making them more powerful.
Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
Possessed
A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
Spirit-Influenced
A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
Extra Content
Random Extra Content is Shrines, Strongboxes, Essences, Rogue Exiles and Azmeri Spirits.
Seeking Shrine
Seeking Shrines grant increased Rarity of Items Found.
Enlightening Shrine
Enlightening Shrines cause you to gain increased Experience.
Greed Shrine
Greed Shrines cause item drops to be converted to Gold and monsters to drop increased Gold.
Cartographer's Strongbox
Cartographer's Strongboxes drop Waystones.
Researcher's Strongbox
Researcher's Strongboxes drop Currency items.
Ornate Strongbox
Ornate Strongboxes have improved dropped Item Rarity.
Effective Chance
Some effects manipulate how random chances are rolled in ways that affect the result without changing the stated chance for the effect, such as a chance being Lucky causing it to be rolled twice and use the better result, or an effect skipping the roll entirely to force something to succeed or fail. The Effective chance is the real chance to get a specific result, accounting for all such roll-manipulating effects.
For example, if you had a Critical Hit chance of 20%, and your Critical Hit chance was Lucky, you would have an Effective Critical Hit chance of 36%, which is the chance that at least one of the two 20% rolls succeeds.
For example, if you had a Critical Hit chance of 20%, and your Critical Hit chance was Lucky, you would have an Effective Critical Hit chance of 36%, which is the chance that at least one of the two 20% rolls succeeds.
Crimson Assault
Bleeding you inflict is Aggravated and base Bleeding Duration is 1 second.
Equipped
Weapon, Armour, Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
Jewellery
Amulets and Rings are considered Jewellery
Equipment
Equipment are items that can be Equipped
Only Minimum or Maximum Damage
This weapon's hits will not roll a random value between the minimum or maximum damage value, but instead will always roll either the minimum value or the maximum value, with a 50% chance for each.
Each Damage Type has its damage value rolled separately, so if the hit deals multiple types of damage, some types may roll the maximum while others are at minimum.
If the damage rolls are Lucky, that will still apply, make this roll twice and picking the maximum if either roll had that result, only picking minimum damage if both rolls selected minimum. Unlucky damage rolls will prefer minimum damage in the same way.
Each Damage Type has its damage value rolled separately, so if the hit deals multiple types of damage, some types may roll the maximum while others are at minimum.
If the damage rolls are Lucky, that will still apply, make this roll twice and picking the maximum if either roll had that result, only picking minimum damage if both rolls selected minimum. Unlucky damage rolls will prefer minimum damage in the same way.
Trusted Kinship
You can have two Companions of different types
You have 30% less Defences
Companions have +1 to each Defence for every 2 of that Defence you have
You have 30% less Defences
Companions have +1 to each Defence for every 2 of that Defence you have
Damage Absorption
Absorption effects include Guard, Encased in Jade and Sorcery Ward.
Parry
Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Strike or Projectile, leaving them off balance and inflicting the Parried Debuff.
Parried
Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.
Everlasting Sacrifice
When you reach full Energy Shield, Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds
Aggravating any Bleeding
This effect will occur when a hit with the weapon directly causes at least one Bleeding Debuff on the target to become Aggravated.
It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate, or all of them are already [Aggravated], since no Bleeding Debuffs will be Aggravated byt that hit.
It will not occur if an on-hit effect tries to Aggravate Bleeding but there are no Bleeding Debuffs on the target to Aggravate, or all of them are already [Aggravated], since no Bleeding Debuffs will be Aggravated byt that hit.
Detonation Time
Skills with a Detonation Time Detonate once this time has elapsed. This time is not affected by duration modifiers.
Waystone Tier Progression
Only Final Map Bosses in a Map Area have a chance to drop a Waystone of a higher tier than the tier of that Map Area.
The chance diminishes the higher the tier of the Waystone used to the create the Map Area, but can be increased again by adding modifiers to Waystones, additional modifiers on Waystones can give increased chance for Waystones to drop in the Map Areas they create.
The chance diminishes the higher the tier of the Waystone used to the create the Map Area, but can be increased again by adding modifiers to Waystones, additional modifiers on Waystones can give increased chance for Waystones to drop in the Map Areas they create.
Final Rare Monster Waystone Drops
The final Rare Monster slain in a Map Area has a chance to drop a Waystone equal to the tier of the Waystone used to create that Map Area.
The chance diminishes the tier of the Waystone used to the create the Map Area, but can be increased again by adding modifiers to Waystones, additional modifiers on Waystones can give increased chance for Waystones to drop in the Map Areas they create.
The chance diminishes the tier of the Waystone used to the create the Map Area, but can be increased again by adding modifiers to Waystones, additional modifiers on Waystones can give increased chance for Waystones to drop in the Map Areas they create.
Corrupted Nexus
A Corrupted Nexus is the source of immense corruption, guarded by a powerful monster.
Irradiated
Irradiated Areas have +1 to Monster Level
Retaliate against all Hits
This allows your Thorns to [Retaliate] against any kind of Hit dealt to you by enemies, rather than just Melee Attacks, except that you can never [Retaliate] against the enemy's Thorns damage.
Take Mana Costs as Damage
Upfront Costs will result in taking the damage all at once as a Hit.
A per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a Hit.
A per-second costs will instead result in taking Damage per second, which is damage over time, and thus not a Hit.
Upfront Costs
An upfront cost is one that lists just an amount of resource to pay, rather than a per-second rate to pay at.
"3 Mana" is an Upfront Cost, while "3 Mana per second" is not.
"3 Mana" is an Upfront Cost, while "3 Mana per second" is not.
Account Bound
Account Bound items cannot be traded to other players, but can be shared between other characters on your account.
Essence of Delirium
A monster empowered by an Essence of Delirium will periodically summon the demons that lay behind the Delirium Mirror.
Cleansed
The Corruption in this area has been Cleansed, which may add an additional modifier to the area.
Cleansed areas also contain monsters twisted by the disruption of power in the area.
Cleansed areas also contain monsters twisted by the disruption of power in the area.
Delirious Players
Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.
Chances in excess of 100%
By default, chance-based stats cap at 100% chance for the result to occur. However, some chances can exceed 100%. In this case, the result occurs once for each 100% chance you have, plus a normal percentage chance for it to occur again based on the remaining value.
Spirit Of The Owl
Players possessed by the Spirit Of The Owl have 60% increased Energy Shield, 80% increased Damage and Gain 20% of Damage as Extra Cold Damage.
Players will also periodically summon a spiritual Owl that conjures a Cold tornado.
Players will also periodically summon a spiritual Owl that conjures a Cold tornado.
Spirit Of The Serpent
Players possessed by the Spirit Of The Serpent have All Damage from Hits Contributes to Poison Magnitude, Always Poison on Hit and 80% increased Damage.
Players will also be accompanied by Spiritual Snakes that periodically strike enemies.
Players will also be accompanied by Spiritual Snakes that periodically strike enemies.
Spirit Of The Primate
Players possessed by the Spirit Of The Primate have All Damage from Hits Contributes to Chill Magnitude, 60% Increased Freeze Buildup and 80% increased Damage.
Players will also periodically summon a group of spiritual Primates.
Players will also periodically summon a group of spiritual Primates.
Spirit Of The Bear
Players possessed by the Spirit Of The Bear have 20% Increased Maximum Life, 60% increased Stun Threshold, 60% increased Stun Buildup and 20% reduced damage taken.
Players will also periodically summon a spiritual Bear that uses slam attacks.
Players will also periodically summon a spiritual Bear that uses slam attacks.
Spirit Of The Boar
Players possessed by the Spirit Of The Boar Gain 20% of Damage as Extra Fire Damage, always inflict Bleeding on Hit and have 20% reduced damage taken.
Players will also periodically summon spiritual Boars that explode, dealing Fire Damage.
Players will also periodically summon spiritual Boars that explode, dealing Fire Damage.
Spirit Of The Ox
Players possessed by the Spirit Of The Ox have 50% reduced Slowing Potency of Debuffs on them, 60% increased Elemental Ailment Threshold and Armour and 20% reduced damage taken.
Players will also periodically summon a spiritual stampede of Oxen that tramples over enemies.
Players will also periodically summon a spiritual stampede of Oxen that tramples over enemies.
Spirit Of The Wolf
Players possessed by the Spirit Of The Wolf have 50% chance to Maim on Attack Hit, 30% increased Skill Speed, 15% increased Movement Speed and Break Armour equal to 10% of Hit Damage dealt.
Players will also periodically summon a spiritual Wolf which uses a dash attack.
Players will also periodically summon a spiritual Wolf which uses a dash attack.
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.
Spirit Of The Cat
Players possessed by the Spirit Of The Cat have 60% increased Evasion Rating, 100% increased Critical Hit chance, 30% increased Skill Speed and 15% increased Movement Speed.
Players will also periodically summon a ravaging flurry of spiritual Cats.
Players will also periodically summon a ravaging flurry of spiritual Cats.
Possessed
Players possessed by Spirits of the Azmeri gain powerful buffs depending on what Spirit Animal has possessed them. Spiritual beasts will occasionally be summoned to aid the player. Players can only be possessed by one Spirit at a time.
Flammability
Flammability is a Curse that lowers the Fire Resistance of those affected. If not otherwise specified, Flammability lowers Fire Resistance by 25%.
Hypothermia
Hypothermia is a Curse that lowers the Cold Resistance of those affected. If not otherwise specified, Hypothermia lowers Cold Resistance by 25%.
Conductivity
Conductivity is a Curse that lowers the Lightning Resistance of those affected. If not otherwise specified, Conductivity lowers Lightning Resistance by 25%.
Vulnerability
Vulnerability is a Curse that lowers the Armour of those affected. If not otherwise specified, Vulnerability removes 191 Armour.
Despair
Despair is a Curse that lowers the Chaos Resistance of those affected. If not otherwise specified, Despair lowers Chaos Resistance by 25%.
Temporal Chains
Temporal Chains is a Curse that slows those affected and makes other effects on them expire more slowly. If not otherwise specified, Temporal Chains slows by 26%.
Resisted by Other Value
Damage from your Hits will effectively ignore the value of the target's relevant Resistance, and instead be mitigated by the specified value of Resistance.
This will still occur even if you Ignore the target's Resistance, as this mitigation is not based on their Resistance stats. Similarly, Penetration will not apply to this Resistance value.
This will still occur even if you Ignore the target's Resistance, as this mitigation is not based on their Resistance stats. Similarly, Penetration will not apply to this Resistance value.
Glory
Glory is a resource that must be Consumed to use certain extremely powerful Skills. Heavy Stunning an enemy generates Glory equal to the monster's Power.
You can have up to 20 Glory, and lose 2 Glory per second if you haven't gained Glory in the past 30 seconds. You cannot gain Glory while a Skill that requires Glory is active.
You can have up to 20 Glory, and lose 2 Glory per second if you haven't gained Glory in the past 30 seconds. You cannot gain Glory while a Skill that requires Glory is active.
Mounting Greed
Players with Mounting Greed gain increased Rarity of Items on kill up to a limit of 100%. This increased Rarity decays over time.
Higher Rarity monsters grant a greater amount of Rarity.
Higher Rarity monsters grant a greater amount of Rarity.
Obelisk of Corruption
An Obelisk of Corruption is an object that activates once a player gets close enough; granting a 10 second Buff that makes enemies killed by you explode, dealing 10% of their life as Physical damage.
Obelisk of Cleansing
An Obelisk of Cleansing is an object that activates once a player gets close enough; granting a 10 second Buff that grants 100% Item Rarity, 50% increased Defences and makes players Gain 30% of Damage as extra Lightning Damage.
Immured Fury
The Immured Fury is a powerful monster that has appeared due to the Cleansing process. This monster has dangerous abilities but greatly increased rewards.
Fractured Modifiers
A Fractured Modifier is locked onto the item permanently. It cannot be removed or altered.
Edit
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.