Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
NameShow Full Descriptions
IDchaos4
IconArt/2DArt/SkillIcons/WitchBoneStorm.png
PassiveSkillsHash25851
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
NameShow Full Descriptions
IDchaos6
IconArt/2DArt/SkillIcons/WitchBoneStorm.png
PassiveSkillsHash52695
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
NameShow Full Descriptions
IDchaos8
IconArt/2DArt/SkillIcons/WitchBoneStorm.png
PassiveSkillsHash57230
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
NameShow Full Descriptions
IDphysical6
IconArt/2DArt/SkillIcons/WitchBoneStorm.png
PassiveSkillsHash12851
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Physical Damage
10% increased Physical Damage
Physical Damage Attr /4
NameShow Full Descriptions
IDphysical9
IconArt/2DArt/SkillIcons/WitchBoneStorm.png
PassiveSkillsHash37608
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Physical Damage
(7–12)% increased Physical Damage
Physical Damage Attr /6
NameValue
SourceTimeless Jewel
Codevaal_small_physical_damage
IconArt/2DArt/SkillIcons/passives/VaalOffensive.png
NamePhysical Damage
Weight75
Stats
  • physical_damage_+% Min: 0 Max: 0
  • Physical Ref /209
    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.
    +(30–50)% to Fire Resistance
    (30–50)% reduced Ignite Duration on you
    40% of Physical Damage taken as Fire Damage
    25 to 35 Fire Thorns damage
    Adds (8–12) to (16–18) Physical Damage
    +(10–15) to Strength
    Causes Bleeding on Hit
    (4–5) to (8–10) Physical Thorns damage
    No Physical Damage
    Adds (8–10) to (15–18) Cold Damage
    Freezes Enemies that are on Full Life
    local weapon implicit hidden % base damage is fire [50]
    Adds (4–6) to (8–10) Physical Damage
    Adds (4–6) to (8–10) Fire Damage
    +(10–20) to Strength
    +(20–30)% to Fire Resistance
    Hits Break (30–50) Armour
    Inflicts Fire Exposure when this Weapon Fully Breaks Armour
    Grants Skill: Level 15 Thundergod's Wrath
    +200 Intelligence Requirement
    +100 Strength Requirement
    (250–350)% increased Physical Damage
    (10–20)% increased Attack Speed
    +(2–4) to Level of all Lightning Skills
    Adds (8–12) to (16–20) Physical Damage
    Adds (8–12) to (16–20) Cold Damage
    +5% to Critical Hit Chance
    All Damage from Hits with this Weapon Contributes to Freeze Buildup
    Culling Strike against Frozen Enemies
    (30–60)% increased Armour
    Adds (6–10) to (12–16) Physical Damage to Attacks
    5% reduced Attack Speed
    (20–30)% increased Stun Buildup
    Adds (16–20) to (23–27) Physical Damage
    +15% to Critical Hit Chance
    10% reduced Attack Speed
    +10 to Strength
    (60–100)% increased Armour
    +(10–20) to Strength
    (20–30)% increased Warcry Speed
    Warcries Explode Corpses dealing 10% of their Life as Physical Damage
    Warcry Skills have (20–30)% increased Area of Effect
    +(5–7) to all Attributes
    +(50–100) to all Attributes
    -4 Physical Damage taken from Attack Hits
    Has (1–3) Charm Slot
    +(100–140) to Armour
    +(20–30) to Strength
    (10–20) Life Regeneration per second
    Defend with 200% of Armour
    Maximum Physical Damage Reduction is 50%
    Has (1–3) Charm Slot
    (10–15)% reduced Charm Charges used
    +(80–100) to maximum Life
    (30–50)% increased Flask Life Recovery rate
    (30–40)% more maximum Physical Attack Damage
    (30–40)% less minimum Physical Attack Damage
    +(40–60) to maximum Life
    +(10–20) to Strength
    +(30–40)% to Fire Resistance
    Cannot be Ignited
    -10 Physical Damage taken from Attack Hits
    (100–150)% increased Evasion Rating
    +300 to maximum Life
    25% reduced Attribute Requirements
    100% of Fire Damage from Hits taken as Physical Damage
    (120–160)% increased Armour
    50% chance to inflict Bleeding on Hit
    50% reduced Slowing Potency of Debuffs on You
    (15–20) to (25–30) Physical Thorns damage
    (100–150)% increased Armour and Evasion
    +(100–150) to maximum Life
    +(100–150) to Stun Threshold
    Life Recovery from Flasks is instant
    (25–30) to (35–40) Physical Thorns damage
    (10–20)% increased Movement Speed
    +(40–60) to maximum Life
    +(60–80) to Stun Threshold
    +25% to Thorns Critical Hit Chance
    (10–15) to (20–25) Physical Thorns damage
    +(50–70) to Armour
    +(50–70) to Stun Threshold
    -10 Physical damage taken from Projectile Attacks
    +10% to Block chance
    (120–160)% increased Physical Damage
    +(50–70) to Accuracy Rating
    (20–30)% increased Projectile Speed
    Projectiles Split towards +2 targets
    (20–30)% increased Bolt Speed
    (40–60)% increased Physical Damage
    (30–40)% increased Attack Speed
    100% chance to not consume a bolt if you've Reloaded Recently
    30% reduced Reload Speed
    +(15–25) to Evasion Rating
    Adds (3–5) to (8–10) Physical Damage to Attacks
    (10–15)% increased Critical Damage Bonus
    Base Critical Hit Chance for Attacks with Weapons is 7%
    (60–100)% increased Armour
    (20–30)% increased Critical Damage Bonus
    Critical Hits cannot Extract Impale
    (20–31) to (31–49) Physical Thorns damage
    50% increased Armour and Evasion
    Adds (2–3) to (5–6) Physical Damage to Attacks
    +(30–50) to maximum Life
    (4–8)% increased Attack Speed
    Strength can satisfy other Attribute Requirements of Melee Weapons and Melee Skills
    +(100–150) to maximum Energy Shield
    Lose 5 Life when you use a Skill
    (3–5) to (6–10) Physical Thorns damage
    (50–100)% increased Armour and Energy Shield
    +(40–80) to maximum Life
    10% increased Rarity of Items found
    (10–15) to (20–25) Physical Thorns damage
    Adds (10–14) to (16–20) Physical Damage
    +(30–50) to Accuracy Rating
    20% reduced Attack Speed
    +(10–20) to Strength
    Causes Double Stun Buildup
    Adds (13–15) to (22–25) Physical Damage
    (20–30)% increased Attack Speed
    +(1–2) to Level of all Minion Skills
    Increases and Reductions to Minion Attack Speed also affect you
    +(10–15)% to Critical Damage Bonus
    Adds (21–26) to (25–31) Physical Damage
    (10–15)% increased Attack Speed
    Breaks Armour equal to 40% of damage from Hits with this weapon
    Fully Armour Broken enemies you kill with Hits Shatter
    Adds (39–48) to (69–79) Physical Damage
    +(20–30)% to Critical Damage Bonus
    Adds (25–36) to (44–55) Chaos damage
    Take 100 Chaos damage per second per Endurance Charge
    Adds (4–6) to (7–10) Physical Damage
    10% increased Attack Speed
    Gain 3 Life per Enemy Killed
    100% increased Attack Damage when on Low Life
    Adds (4–6) to (7–10) Physical Damage
    10% increased Attack Speed
    Lose 3 Mana per Enemy Killed
    100% increased Attack Damage while not on Low Mana
    No Physical Damage
    Adds (25–32) to (40–50) Fire Damage
    +(30–50) to Accuracy Rating
    100% increased chance to Ignite
    30% increased Light Radius
    Adds (30–36) to (75–81) Physical Damage
    +(50–100) to Accuracy Rating
    (10–20)% increased Stun Duration
    Causes Daze buildup equal to 100% of Damage dealt
    +(120–160) to Accuracy Rating
    +(75–125) to Accuracy Rating
    +(75–125) to Evasion Rating
    Leech 5% of Physical Attack Damage as Life
    You gain Onslaught for 4 seconds on Kill
    Adds 1 to 4 Physical Damage to Attacks
    Adds (5–7) to (9–13) Physical Damage to Attacks
    +(20–30) to Dexterity
    (10–20)% chance to Poison on Hit
    All Damage taken from Hits while Poisoned Contributes to Magnitude of Chill on you
    (15–25)% increased Magnitude of Poison you inflict
    Adds 1 to 4 Physical Damage to Attacks
    +(20–30) to Strength
    Skills gain a Base Life Cost equal to 10% of Base Mana Cost
    Deal your Thorns Damage to Enemies you Stun with Melee Attacks
    (24–35) to (35–53) Physical Thorns damage
    +(20–30)% to Fire Resistance
    +(40–60) to maximum Life
    +(20–30)% to Fire Resistance
    (-15–-10)% to Cold Resistance
    You take Fire Damage instead of Physical Damage from Bleeding
    Grants Skill: Parry
    (20–30)% increased Block chance
    +(13–17)% to Chaos Resistance
    (5–10) Life Regeneration per second
    Inflict Corrupted Blood for 5 seconds on Block, dealing 50% of
    your maximum Life as Physical damage per second
    Causes (30–50)% increased Stun Buildup
    (80–120)% increased Physical Damage
    +(10–15) to Strength
    Gain (10–20) Life per Enemy Killed
    Slam Skills you use yourself cause Aftershocks
    Adds (12–15) to (22–25) Physical Damage
    (10–15)% increased Attack Speed
    Causes (30–50)% increased Stun Buildup
    Always deals Critical Hits against Heavy Stunned Enemies
    Adds (18–22) to (24–28) Physical Damage
    Adds 1 to (50–55) Lightning Damage
    (10–15)% increased Attack Speed
    All damage with this Weapon causes Electrocution buildup
    Strikes deal Splash damage to targets within 1.5 metres
    Adds (25–35) to (40–50) Physical Damage
    Leeches 10% of Physical Damage as Life
    (10–20)% chance to cause Bleeding on Hit
    All Attacks count as Empowered Attacks
    Cannot use Warcries
    +50 Dexterity Requirement
    -15 Strength Requirement
    (80–120)% increased Physical Damage
    50% increased Attack Speed
    (15–25)% increased Light Radius
    +100 Intelligence Requirement
    Adds (58–65) to (102–110) Physical Damage
    +(80–100) to maximum Mana
    +50 to Spirit
    Increases and Reductions to Minion Damage also affect you
    Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
    (100–150)% increased Physical Damage
    +(10–15) to all Attributes
    Gain 30 Life per Enemy Killed
    This Weapon's Critical Hit Chance is 100%
    Critical Hits do not deal extra Damage
    (15–25)% increased Movement Speed
    (50–80)% increased Evasion Rating
    +(10–20) to Dexterity
    Physical Damage is Pinning
    +(60–80) to maximum Life
    15% additional Physical Damage Reduction
    (100–150)% increased Armour and Evasion
    (10–40)% chance to Avoid Physical Damage from Hits
    (10–40)% chance to Avoid Chaos Damage from Hits
    Enemies in your Presence are Intimidated
    Adds 1 to 4 Physical Damage to Attacks
    Adds (5–7) to (9–13) Physical Damage to Attacks
    +(20–30) to Strength
    All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
    (10–20)% chance to inflict Bleeding on Hit
    (15–25)% increased Magnitude of Bleeding you inflict
    (7–10)% increased Cast Speed
    Minions have (10–15)% increased maximum Life
    (10–15) Life Regeneration per second
    (20–40)% increased Mana Regeneration Rate
    300 Physical Damage taken on Minion Death
    Minions Revive (10–15)% faster
    (20–30)% increased Critical Hit Chance for Attacks
    (10–15)% reduced Attack Speed
    Chaos Damage from Hits also Contributes to Freeze Buildup
    Chaos Damage from Hits also Contributes to Electrocute Buildup
    Attacks Gain (10–20)% of Physical Damage as extra Chaos Damage
    Grants Skill: Spear Throw
    No Physical Damage
    Adds 1 to (80–120) Lightning Damage
    (15–30)% increased Attack Speed
    (50–100)% increased chance to Shock
    Grants Skill: Spear Throw
    Adds (2–3) to (6–8) Physical Damage
    20% increased Melee Strike Range with this weapon
    Any number of Poisons from this Weapon can affect a target at the same time
    Always Poison on Hit with this weapon
    Grants Skill: Spear Throw
    (25–35)% increased Projectile Speed with this Weapon
    Adds (10–15) to (21–26) Physical Damage
    +100 to Evasion Rating
    (10–20)% increased Attack Speed
    (30–60)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds
    (30–60)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds
    Grants Skill: Spear Throw
    (150–200)% increased Physical Damage
    (10–15)% reduced Attack Speed
    +(15–30) to Strength
    Strikes deal Splash damage to targets within 1.5 metres
    Knocks Back Enemies on Hit
    Cannot use Projectile Attacks
    Grants Skill: Spear Throw
    (15–25)% chance to Maim on Hit
    Adds (13–17) to (22–28) Physical Damage
    +(100–150) to Accuracy Rating
    10% increased Attack Speed
    All Damage from Hits with this Weapon Contributes to Pin Buildup
    (20–30)% increased Projectile Speed with this Weapon
    (250–300)% increased Physical Damage
    10% reduced Attack Speed
    50% increased Mana Regeneration Rate
    local gain shrine buff every 10 seconds [1]
    Grants Skill: Spear Throw
    Adds (14–26) to (27–32) Physical Damage
    Adds (33–41) to (47–53) Fire Damage
    (15–25)% chance to cause Bleeding on Hit
    Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
    (25–40)% chance to Aggravate Bleeding on Hit
    (150–240)% increased Physical Damage
    +(300–500) to Accuracy Rating
    10% increased Attack Speed
    +(20–30) to Dexterity
    +2 metres to Dodge Roll distance if you haven't Dodge Rolled Recently
    -1 metre to Dodge Roll distance if you've Dodge Rolled Recently
    Barrageable Attacks with this Bow Repeat +1 time if no enemies are in your Presence
    enable lioneyes glow task [1]
    Adds (5–7) to (10–12) Physical Damage
    +10 to Dexterity
    (30–50)% increased Mana Regeneration Rate
    Attacks with this Weapon gain 50% of Physical damage as Extra damage of each Element
    Adds (40–48) to (65–72) Physical Damage
    +(4–6)% to Critical Hit Chance
    Leeches (5–8)% of Physical Damage as Life
    Leeches (4–7)% of Physical Damage as Mana
    Arrows Fork
    Arrows Pierce all targets after Forking
    Grants 1 additional Skill Slot
    (15–25)% increased Rarity of Items found
    +(17–23)% to Chaos Resistance
    Lose 5% of maximum Life per second
    Attacks have added Physical damage equal to 3% of maximum Life
    (150–200)% increased Armour
    +(20–30) to Strength
    Gain (30–50) Life per Enemy Killed
    (10–20)% increased Global Physical Damage
    Knockback direction is reversed
    +(75–150) to maximum Energy Shield
    (60–100)% increased Spell Damage
    +(80–100) to maximum Mana
    15% reduced Cast Speed
    Take (25–100)% of Mana Costs you pay for Skills as Physical Damage
    Gain (2–3) Life per Enemy Hit with Attacks
    (5–10)% increased Attack Speed
    Gain 5 Life per Enemy Hit with Attacks
    (15–25)% chance to Pierce an Enemy
    Bow Attacks consume 10% of your maximum Life Flask Charges if possible to deal added Physical damage equal to 5% of Flask's Life Recovery amount
    (20–30)% reduced Enemy Stun Threshold
    Adds (7–11) to (14–20) Physical Damage to Attacks
    +(150–200) to Armour
    (20–30)% increased Projectile Speed
    +(15–25)% to Block chance
    (10–15)% chance to Poison on Hit with Attacks
    Adds (6–10) to (13–17) Physical Damage to Attacks
    Gain (10–15) Mana per Enemy Killed
    (10–20)% increased Poison Duration
    (20–30)% chance to Poison on Hit with Attacks
    Blind Targets when you Poison them
    Grants Skill: Spear Throw
    Grants Skill: Level 15 Chaotic Infusion
    (15–20)% increased Attack Speed
    Leeches (10–20)% of Physical Damage as Life
    Adds (167–201) to (267–333) Chaos damage
    When you Consume a Charge Trigger Chaotic Infusion to gain 2 Chaos Infusion
    Life Leech recovers based on your Chaos damage instead of Physical damage
    Grants Skill: Spear Throw
    Adds (14–18) to (30–36) Physical Damage
    +(10–20)% to Critical Hit Chance
    +(15–25) to Intelligence
    10% of Skill Mana Costs Converted to Life Costs
    (120–150)% increased Physical Damage
    +(2–3) to Level of all Melee Skills
    +(20–30) to Intelligence
    Causes (150–200)% increased Stun Buildup
    All Damage from Hits with this Weapon Contributes to Chill Magnitude
    (250–300)% increased Physical Damage
    (10–20)% increased Attack Speed
    Leeches (5–10)% of Physical Damage as Life
    (10–20)% chance to load a bolt into all Crossbow skills on Kill
    Sacrifice 300 Life to not consume the last bolt when firing
    (40–60)% reduced Reload Speed
    Supports Attacks, causing their Physical damage to Leech Life.
    Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
    Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
    Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
    Supports Travel skills, causing your footsteps to crack the earth and emit damaging shockwaves while using the skill.
    Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
    Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
    Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
    Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
    Supports skills that can Poison enemies, causing Poisoned enemies to gain Plague over time and explode in a Plague Burst on death. Cannot support the skills of Minions.
    Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
    Supports Attacks, causing them to build up Daze based on a portion of Physical Damage dealt.
    Supports Ranged Spear Attacks. Supported Skills create Caltrops when Projectiles they create reach the end of their flight.
    Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
    Supports Skills you use yourself which can cause Damaging Hits. Supported Skills Break Armour against Parried Enemies.
    Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
    Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
    Supports Attacks, causing their Physical damage to Leech Mana.
    Supports Physical skills, granting them an additional level.
    Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
    Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it.
    Perform a damaging warcry, Knocking Back nearby enemies. If a Heavy Stunned enemy is hit, your next Slam is Empowered to perform an additional Aftershock. If not, this skill's cooldown is reset. Only counts Heavily Stunned enemies for purposes of counting Power Gained.
    Slam the ground, creating a winding fissure that deals damage as it travels and remains for a duration. Using a different Slam on a fissure will cause an Aftershock, which spreads to all connected fissures.
    Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
    Raise a Totem that uses socketed Mace Skills. Cannot use Channelling Skills or Skills with Cooldowns.
    Charge up your weapon while channelling. Releasing the moment you fully charge will release a wave of Fire.
    Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While using Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
    Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
    Ram your Shield into the ground, throwing up a semi-circular wall of earth. Enemies can attack the walls and your Slams or Warcries will instantly destroy them. Each wall segment explodes when destroyed, damaging enemies around it.
    While active, strengthens your Rage and grants you Life Leech based on your Rage, but causes you to lose Life while Raging.
    Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
    Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
    Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the ice fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
    Leap backwards and fire an arrow which can Chill or Freeze enemies around the location you escaped from.
    Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies with a high chance to Shock. Shocks caused by the Bolt will spread to Enemies near the impact.
    Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
    Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
    Leap forward into the air and fire downward. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
    Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
    Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
    Fire a Lightning-infused arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
    Fire an icy arrow that sprays a cone of ice shards when it hits a target.
    Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a nova of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
    Aim skyward and fires energy missiles at lingering bolts or arrows created by other Lightning Attacks in front of you. The missiles explode if they land close to a lingering bolt or arrow, dealing more damage in a larger area but destroying that bolt or arrow in the process.
    Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated.
    While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
    Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Lightning Exposure, and can Consume Shock to conjure a stampede of spirits.
    Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause a nova of frost and leave Chilled Ground.
    Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.
    Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
    Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
    Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
    While active, scatters caltrops in your wake when you dodge.
    Cause a Corpse to violently explode, damaging surrounding enemies.
    Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
    Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
    Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales Enemies Hit, causing subsequent Attack Hits against those targets to deal extra Damage. Consumes your Power Charges to cause much larger explosions.
    Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies.
    Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you.
    While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
    Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
    Infuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
    While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
    Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
    Expel your own blood as Chaining blood tendrils in a cone in front of you. Enemies hit by the tendrils take Physical damage and are inflicted with a Debuff that deals Physical damage over time.
    Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness.
    Batter enemies at range by generating a gust of wind as you swing. Enemies will be Knocked Back based on how close they are to you.
    Flip backwards and send forth a Freezing wave in front of you.
    Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
    Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
    Deploy a Ballista Totem that fires Pinning bolts which Maim Enemies.
    Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
    Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
    Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
    Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires.
    Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
    Dash to an enemy and Strike them with an Unarmed Attack. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff and Unarmed Attacks to also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
    Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
    Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, consumes their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
    Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion that deals Attack damage but does not use your weapon's damage. This skill can be used while using other skills.
    Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking to perform a Shield Bash that damages and Stuns enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
    Load your Crossbow with Piercing bolts that can consume Fully Broken Armour on enemies to deal extra damage.
    Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode.
    Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
    Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
    Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target.
    Load your Crossbow with a large clip of heavily modified bolts that cause Heat to build up on your crossbow, before unleashing a stream of flaming bolts that gain Fire Damage based on your Heat. Heat also grants bonus damage to Grenades you fire, but dissipates rapidly when not building up. Using this skill again reloads the clip.
    Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
    Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies.
    Passively generate bolts of ice at a frequency equal to reload time, up to a cap. Activate to Load the accumulated bolts into your Crossbow. All loaded bolts are fired at once, causing them to rain down over the target area.
    Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location unless the bolt hits an enemy. The ice shards shatter when enemies step on them, dealing damage to nearby enemies. Using this skill again reloads the clip.
    Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
    Load your Crossbow with a clip of charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. Using this skill again reloads the clip.
    Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this skill again reloads the clip.
    Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this skill again reloads the clip.
    Consume charges from your Mana Flask to throw a bottle that explodes, dealing Chaos attack damage in an area. Poison inflicted by this skill has more effect.
    Consume charges from your Mana Flask to throw a bottle that explodes, dealing Physical attack damage in an area. Bleeding inflicted by this skill has higher Magnitude.
    Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
    Fire a bouncing Grenade that explodes when its fuse expires, throwing out a nova of mini Grenades that explode when they come to a stop.
    While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
    Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with perfect timing performs a Lightning-infused dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
    Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
    While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
    Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
    Grants your weapon Infusion. Non-Melee Projectile Attacks with that weapon Consume Infusions to Infuse the Projectiles fired, causing them to explode at the end of their flight.
    Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
    5% reduced maximum Life
    30% increased amount of Life Leeched
    40% increased Physical Damage
    15% of Physical Damage taken Recouped as Life
    Mastery: Breach
    Enemies you apply Incision to take 2% increased Physical Damage per Incision
    Totems gain +20% to all Elemental Resistances
    Totems have 20% additional Physical Damage Reduction
    Minions have 20% additional Physical Damage Reduction
    Minions have +23% to Chaos Resistance
    Minions have +13% to Chaos Resistance
    Minions gain 8% of Physical Damage as Chaos Damage
    18% increased Fire Damage
    30% increased chance to Ignite
    Witch: 15% increased Critical Hit Chance for Spells
    Witch: 18% increased Physical Damage
    Gain 12% of Physical Damage as Extra Fire Damage
    Hits Break 30% increased Armour on targets with Ailments
    +10 to Strength
    25% increased Physical Damage
    Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt
    10% chance to inflict Bleeding on Hit
    20% increased Physical Damage
    20% increased Critical Damage Bonus
    20% increased Knockback Distance
    20% increased Physical Damage
    Gain 6% of Physical Damage as extra Chaos Damage
    15% increased Magnitude of Bleeding you inflict
    25% increased Physical Damage
    20% increased Critical Damage Bonus
    +10 to Strength
    20% increased Physical Damage
    5% increased Attack and Cast Speed
    25% increased Physical Damage
    20% increased Elemental Damage with Attacks
    5% of Physical Damage from Hits taken as Damage of a Random Element
    Gain Physical Thorns damage equal to 3% of Armour on Equipped Body Armour
    Break 40% increased Armour
    25% increased Physical Damage
    Ascendancy: Warbringer
    Character: Warrior
    Warcries Explode Corpses dealing 25% of their Life as Physical Damage
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants 25% of Physical Damage from Hits taken as Fire Damage
    Ascendancy: Infernalist
    Character: Witch
    20% of Cold Damage taken as Fire Damage
    Ascendancy: Tactician
    Character: Mercenary
    Defend with 200% of Armour
    Enemies have an Accuracy Penalty against you based on Distance
    Maximum Chance to Evade is 50%
    Maximum Physical Damage Reduction is 50%
    Ascendancy: Witchhunter
    Character: Mercenary
    10% chance for Enemies you Kill to Explode, dealing 100%
    of their maximum Life as Physical Damage
    Chance is doubled against Undead and Demons
    Ascendancy: Acolyte of Chayula
    Character: Monk
    Mana Leech recovers based on other Damage Types damage as well as Physical damage
    Ascendancy: Amazon
    Character: Huntress
    Attacks using your Weapons have Added Physical Damage equal
    to 25% of the Accuracy Rating on the Weapon
    Ascendancy: Amazon
    Character: Huntress
    Life Leech recovers based on your Elemental damage as well as Physical damage
    100% increased chance for Essences found in your Maps to add Attack modifiers
    100% increased chance for Essences found in your Maps to add Chaos modifiers
    100% increased chance for Essences found in your Maps to add Physical modifiers
    100% increased chance for Essences found in your Maps to add Speed modifiers
    Edit

    Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.