Keywords /343
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.
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.
Strength
Strength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills.
Every 1 Strength grants +2 Life. Strength does not grant damage to Skills or any other benefits except where specifically stated.
Every 1 Strength grants +2 Life. 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.
Every 1 Dexterity grants +5 Accuracy Rating. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.
Every 1 Dexterity grants +5 Accuracy Rating. 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.
Every 1 Intelligence grants +2 Mana. Intelligence does not grant damage to Skills or any other benefits except where specifically stated.
Every 1 Intelligence grants +2 Mana. 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. Only damage dealt to Life will Contribute to Bleeding.
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 Physical damage of 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 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. Only damage dealt to Life will Contribute to Bleeding.
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 Physical damage of 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 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 any 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.
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 Physical and Chaos 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 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 Physical and Chaos 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 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.
Player Stun Threshold
Increasing your Stun Threshold makes it less likely that being Hit by an enemy will Stun you.
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 have a chance to Stun them, with a stun being more likely the more damage was dealt. Stunning a target interrupts their current action and prevents them from taking another action for a short time.
Physical damage, and player (but not monster) Melee Damage, are each 50% more likely to Stun targets. For players, these bonuses are multiplicative with each other.
All Hits that could potentially inflict a Stun also cause Heavy Stun buildup.
Physical damage, and player (but not monster) Melee Damage, are each 50% more likely to Stun targets. For players, these bonuses are multiplicative with each other.
All Hits that could potentially inflict a Stun also cause Heavy Stun buildup.
Heavy Stun
Hitting an enemy builds towards a Heavy Stun based on the damage dealt. Different enemies have different Heavy Stun thresholds and durations, with very large monsters having a high Heavy Stun Threshold. Players cannot be Heavy Stunned.
While an enemy is Heavy Stunned, they cannot act and count as Immobilised.
Physical damage and Melee damage each cause 50% more Heavy Stun buildup. These bonuses are multiplicative with each other.
While an enemy is Heavy Stunned, they cannot act and count as Immobilised.
Physical damage and Melee damage each cause 50% more Heavy Stun buildup. These bonuses are multiplicative with each other.
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 or being moved for 4 seconds.
While Pinned, you count as Immobilised.
While Pinned, you 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 4 metres by splitting into multiple Projectiles the first time they Hit an enemy.
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.
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: 10
Normal: 1
Magic: 2
Rare: 5
Unique: 10
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 60% buildup, Rare at 70%, and Unique at 80%.
Primed for Stun
Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 60% buildup, Rare at 70%, and Unique at 80%.
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.
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. Shields other than Bucklers can also be raised to Block all incoming Strikes and Projectiles from the front.
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 Attacks often involve throwing the spear or controlling enemy movement.
Spear Attacks often involve throwing the spear or controlling enemy movement.
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.
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.
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. Generally, slain Allies do not leave usable Corpses.
Charges
Charges do not grant any inherent benefits, but can be used to fuel many skills and other effects. Charges last for 20 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 6 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 specified amount to be subtracted from the target's corresponding Resistance when determining the damage they take from a Hit, to a minimum of 0.
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 6 seconds.
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 Skill has 20% more damage and area of effect.
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.
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 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
You deal your Thorns damage to enemies that Hit you with a Melee Attack.
Ignited Ground
Ignited Ground Ignites enemies standing on it.
Critical Weakness
Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times.
Elemental Ground Effects
Elemental Ground Effects 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
Your Stun Threshold is doubled
Cannot Dodge Roll
Cannot Dodge Roll
Eldritch Battery
Converts all Energy Shield to Mana
Mind over Matter
All Damage is taken from Mana before Life
50% less Mana Recovery Rate
50% less Mana Recovery Rate
Blood Magic
Removes all 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 something you don't have.
Travel Skills
Travel Skills cover a large amount of distance and don't need to target an enemy.
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.
Stagger
While your Shield is raised, Blocking Hits fills your Stagger bar based on the damage the Hit would have dealt. If the bar fills completely, you are Stunned and cannot take actions for a short time.
Your Stagger bar empties while your Shield is lowered.
Your Stagger bar empties while your Shield is lowered.
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, dealing 100% extra damage.
Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Aggravating one Bleeding Debuff does not affect other instances of Bleeding on the target or Bleeding applied afterwards — each instance of Bleeding is Aggravated separately.
Once a Bleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires. Aggravating one Bleeding Debuff does not affect other instances of Bleeding on the target or Bleeding applied afterwards — each instance of Bleeding is Aggravated separately.
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.
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.
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.
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 reamin for the duration of that Ignite.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will reamin 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
Attack Weapons
[DNT] Attack Weapons
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 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.
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 improving the items they drop.
Certain Bosses with increased difficulty will gain new abilities and begin to drop exclusive items.
Difficulty above 4 has no additional effect.
Certain Bosses with increased difficulty will gain new abilities and begin to drop exclusive items.
Difficulty above 4 has no additional effect.
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.
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 Martial 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 or replaced.
Circular Teachings
Strength's inherent bonus is 1% increased Energy Shield per 2 Strength instead.
Knightly Tenets
Dexterity's inherent bonus is 1% increased Armour per 2 Dexterity instead.
Black Scythe Training
Intelligence's inherent bonus is 1% increased Evasion Rating per 2 Intelligence instead.
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 15%.
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
70% less Evasion Rating
70% 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. Additionally, the Area has +1 to Monster Level.
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
1% increased Projectile Attack damage per 2 Strength
Strength provides no bonus to Life
Strength provides no bonus to Life
Iron Will
1% increased Spell damage per 2 Strength
Strength provides no bonus to Life
Strength provides no bonus to Life
Soul Eater
Gain 5% increased Attack and Cast Speed for 4 seconds when an enemy dies in your Presence, stacking up to 45 times. Stacks are removed one at a time and are refreshed when you gain a new stack.
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 instill an amulet with a Notable Skill from the Passive Tree.
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.