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
10% increased Physical Damage
Physical Damage Attr /4
NameShow Full Descriptions
IDphysical10
IconArt/2DArt/SkillIcons/WitchBoneStorm.png
PassiveSkillsHash58002
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
physical GemTags /109
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.
Cause a Corpse to violently explode, damaging surrounding enemies.
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Supports Attacks, causing their Physical damage to Leech Life.
Supports Attacks, causing their Physical damage to Leech Life.
Supports Attacks, causing their Physical damage to Leech Life and preventing Leech gained this way from being removed at full Life.
Supports Attacks, causing their Physical damage to Leech Mana.
Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies. The target is destroyed, and the explosion deals Physical Damage to surrounding enemies and inflicts Impale.
Strike with a forceful blow, knocking enemies back and weakening their Armour.
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
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.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Activate to summon Reviving Skeletal Warriors.
Activate to summon aggressive, Reviving Skeletal Reavers that can enrage on Command.
Activate to summon hard-hitting, Reviving Skeletal Brutes that can Stun Primed enemies and Warcry on Command. This Warcry Intimidates nearby enemies and Consumes Freeze on enemies and allies to deal damage in an Area around them.
Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
Supports any skill that Hits enemies, giving it a chance to inflict Bleeding.
Supports any skill that Hits enemies, causing it to inflict Bleeding.
Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Curse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour.
While active, stores a portion of the Poison Damage you deal. Using this Skill unleashes the stored Poison to damage and Poison enemies around you.
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
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 Bleeding.
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
Supports any Skill, turning a portion of its Mana cost into a Life cost. Does not support Skills which reserve Spirit. Supported Skills Gain a portion of their Life cost as extra Physical Damage.
Create a Tornado that chases enemies for a duration, while hindering and repeatedly damaging enemies around it.
Perform a series of six rapid stabs. The final stab inflicts Bleeding and leaves a spearhead stuck in the target, Maiming them for a duration. Detonator Skills will cause the stuck spearheads to explode, dealing further damage to the target and other nearby enemies.
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.
Fire an arc of knives in front of the caster which deals physical damage.
Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.
Fire an arc of knives in front of the caster which deals physical damage.
Dash to an enemy and Strike them, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Summon a wolf minion. Wolves howl when they first emerge, making critical hits more likely against nearby enemies.
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
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. Raising a new ring of spikes destroys the previous one.
Supports any skill that Hits enemies, causing Poison it applies to also Break enemy Armour. Cannot support skills that Consume Fully Broken Armour.
Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning 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.
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 Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
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 any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun. Pin buildup caused by Supported Skill is lessened, but Pin duration is significantly longer.
While active, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you stacks of Scavenged Plating for a duration based on the enemy's rarity, and you gain Armour and Thorns per stack. Normal enemies grant 1 stack, Magic enemies grant 2 stacks, Rare enemies grant 5 stacks and Unique enemies grant 10 stacks.
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.
Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that Blinds and Ignites enemies in the area you escape from. The explosion will cause any Grenades in its area of effect to also explode.
Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, causing them to inflict massive amounts of Corrupted Blood on enemies in their area of effect, at the cost of your Life.
Supports Physical skills, granting them an additional level. Does not support skills which do not have levels.
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
Supports skills that Hit Enemies. Supported skills Aggravate Bleeding on Hitting Heavily Stunned Enemies.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
Supports Attacks, causing them to build up Daze based on a portion of Physical Damage dealt.
Consume all stacks of Jade to grant Guard based off your maximum Life for each Jade consumed. You cannot gain Jade stacks while you have Guard.
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 ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and Poison enemies.
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 Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
Supports Melee Attack Skills. Supported Skills trigger Quill Burst, which deals your Thorns Damage in an Area around the target struck. Quill Burst can only be triggered on Hit after you've Retaliated with Thorns Damage.
[DNT-UNUSED] Supports Bow Attacks which impact the ground, triggering stunning novas when they do.
Supports Melee Attack Skills you use yourself or that you Trigger. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
Supports Melee Attacks you use yourself or that you Trigger. On-Kill effects caused by Killing Blows with Supported Skills on Bleeding enemies have a chance to occur twice.
Supports Attacks. Supported Skills are far more likely to inflict Bleeding on Hitting full Life Enemies.
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
Supports any Skill you use yourself, causing supported Skill to detonate Volatility that is present on you. Supported Skill can only be used while you have a certain amount of Volatility and cannot support Skills which already have another Condition. Does not support Triggered Skills.
Supports Skills which you use yourself. On using Supported Skills while they are Empowered, you gain Volatility.
Supports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.
Supports Attack Skills. Bleeding inflicted with Supported Skills lasts significantly longer, but enemies you inflict Bleeding onto with Supported Skills will move and Attack faster.
Supports Attack Skills. Supported Skills Consume Maim on hit, Breaking a percentage of the Maimed target's Armour in doing so. Supported Skills cannot themselves inflict Maim.
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 Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
Supports Slam Skills. Supported Skills create Hazardous Brambles on the ground that activate after a duration. Enemies which come in contact with these thorns take damage and are Maimed. A maximum of 20 Brambles are allowed at one time. Does not modify Skills used by Minions or Totems.
Supports Skills which create Totems, causing those Totems to have more Life. Totems created by Supported Skills explode on death, dealing Physical damage based on their Life.
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
Dash towards an enemy and perform a lacerating slash, inflicting Bleeding on all enemies struck.
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.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
While active, scatters caltrops in your wake when you dodge.
A Poisonous Toad leaps towards enemies and explodes, dealing damage in an area and inflicting Poison.
While active, stores a percentage of the Physical damage that is prevented by your Armour or other sources of damage reduction. Using this Skill releases the stored damage as a nova of spikes.
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
Supports Skills which create shatterable earthen objects. After killing enough Enemies in range of these objects, they will shatter, releasing skittering stone Minions.
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
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 /245
    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
    +(5–10)% 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 Flammability Magnitude
    30% increased Light Radius
    Adds (30–36) to (75–81) Physical Damage
    +(50–100) to Accuracy Rating
    (10–20)% increased Stun Duration
    (35–50)% increased Melee Damage against Heavy Stunned enemies
    +(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
    (10–15)% 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
    Grants Skill: Parry
    (80–120)% increased Evasion Rating
    Modifiers to Stun Buildup apply to Freeze Buildup instead for Parry
    100% of Parry Physical Damage Converted to Cold Damage
    25 to 35 Cold Thorns damage
    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
    (10–15) Life Regeneration per second
    Minions have (10–15)% increased maximum Life
    (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
    Deal no Elemental 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
    Every 10 seconds, gain a random non-damaging Shrine buff for 20 seconds
    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
    Grants Skill: Level 6 Gemini Surge
    Loads an additional bolt
    Adds (14–21) to (25–37) Physical Damage
    +5% to Critical Hit Chance
    When you reload, triggers Gemini Surge to alternately
    gain (2–6) Cold Surges or (2–6) Fire Surges
    (15–25)% increased Reload Speed
    trigger reload infusion on reload [1]
    (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
    (25–40)% increased Stun Buildup
    Adds (7–11) to (14–20) Physical Damage to Attacks
    +(150–200) to Armour
    (20–30)% increased Projectile Speed
    +(15–25)% to Block chance
    Grants Skill: Level 10 Bursting Fen Toad
    (20–30)% 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
    local display triggers level x toad on kill [1]
    Grants Skill: Spear Throw
    Grants Skill: Level 15 Chaotic Surge
    (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 Surge to gain 2 Chaos Surges
    Life Leech recovers based on your Chaos damage instead of Physical damage
    Grants Skill: Spear Throw
    Adds (14–18) to (30–36) Physical Damage
    +(5–8)% 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
    Grants Skill: Level 13 Requiem
    (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
    enable grand design clip handling [1]
    Crushes Enemies on Hit
    +150 Strength Requirement
    (600–700)% increased Physical Damage
    (-300–-200) to Accuracy Rating
    35% reduced Attack Speed
    Causes (40–60)% increased Stun Buildup
    Heavy Stuns Enemies that are on Full Life
    Grants Skill: Level 12 Valako's Charge
    (80–120)% increased Armour and Evasion
    +(80–100) to maximum Life
    +(20–30) to Dexterity
    (-40–-30)% to Lightning Resistance
    (20–40)% of Physical damage from Hits taken as Lightning damage
    lightning coil replace damage hit effect index [110]
    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.
    Cause a Corpse to violently explode, damaging surrounding enemies.
    Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
    Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies. The target is destroyed, and the explosion deals Physical Damage to surrounding enemies and inflicts Impale.
    Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
    Suffuse 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.
    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.
    Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
    Supports any skill that Hits enemies, causing it to deal more Melee Physical Damage to Bleeding Enemies, but be unable to inflict Bleeding itself. Supported Skills also inflict Incision on Hit.
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
    Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
    Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
    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 Bleeding.
    Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
    Supports any Skill, turning a portion of its Mana cost into a Life cost. Does not support Skills which reserve Spirit. Supported Skills Gain a portion of their Life cost as extra Physical Damage.
    Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
    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 glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
    Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
    [DNT-UNUSED] Ready your axe as it charges with flame, then swing in a massive flaming arc, sending out a slow wave of fire.
    Fire an arc of knives in front of the caster which deals physical damage.
    Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
    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.
    Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.
    Fire an arc of knives in front of the caster which deals physical damage.
    Dash to an enemy and Strike them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.
    [DNT-UNUSED] Make alot of fire
    Shapeshift into a bear and rampage forward, slamming the ground as you run. The initial roar generates rage, then consumes rage until you run out.
    Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
    Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
    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.
    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. Raising a new ring of spikes destroys the previous one.
    Raise spikes of bone from the earth in front of you, damaging enemies. The bones of Corpses and dead Reviving Minions in the area are ripped out and reassembled into short-lived Bone Construct Minions that fight for you. Larger Corpses create more than one Bone Construct.
    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. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
    Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
    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 an electrifying arrow that explodes in an Area on Hit. 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.
    Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
    Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning 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.
    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 Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
    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, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
    Detonate an allied Minion whose current Life is below a threshold, dealing heavy Attack damage to nearby enemies.
    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.
    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.
    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.
    [DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
    Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
    Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
    Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
    Supports Warcries, causing them to inflict Corrupted Blood on enemies in their area of effect.
    Supports Warcries, causing them to inflict massive amounts of Corrupted Blood on enemies in their area of effect, at the cost of your Life.
    Supports Physical skills, granting them an additional level. Does not support skills which do not have levels.
    Fire a Lightning-charged 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.
    Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
    Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
    Fire an icy arrow that sprays a cone of ice shards when it hits a target.
    Dash to an enemy and Strike them, triggering socketed Marks with increased effect and applying socketed Curses with increased duration.
    Supports Skills which create Totems. Totems created by supported Skills generate a Font of Blood which will Leech Life to Allies within it.
    Supports Skills which create Totems. Totems created by supported Skills generate a Font of Mana which will Leech Mana to Allies within it.
    Supports Skills which create Totems. Totems created by supported Skills generate a Font of Rage which will Leech Rage to Allies within it.
    Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
    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. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
    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-assisted 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.
    Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
    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.
    Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
    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 Elemental 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 an explosion of frost and leave Chilled Ground.
    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.
    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 Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
    Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
    Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
    A Poisonous Toad leaps towards enemies and explodes, dealing damage in an area and inflicting Poison.
    While active, stores a percentage of the Physical damage that is prevented by your Armour or other sources of damage reduction. Using this Skill releases the stored damage as a nova of spikes.
    Supports Shield Skills, causing you to gain Guard on Stunning Enemies with the Supported Skill.
    Supports Shield Skills, causing you to gain Guard on Stunning Enemies with the Supported Skill.
    Supports Skills which create objects that are destroyed after being Hit a number of times, allowing for them to last for additional Hits. Does not modify Skills used by Minions.
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
    Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
    While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
    Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
    Lesser Essence of Abrasion
    Stack Size: 1 / 10
    Upgrades a Magic item to a Rare item, adding a guaranteed modifier
    One Handed Melee Weapon or Bow: Adds (4–6) to (7–11) Physical Damage
    Two Handed Melee Weapon or Crossbow: Adds (5–8) to (10–15) Physical Damage
    Essence of Abrasion
    Stack Size: 1 / 10
    Upgrades a Magic item to a Rare item, adding a guaranteed modifier
    One Handed Melee Weapon or Bow: Adds (10–15) to (18–26) Physical Damage
    Two Handed Melee Weapon or Crossbow: Adds (14–21) to (25–37) Physical Damage
    Greater Essence of Abrasion
    Stack Size: 1 / 10
    Upgrades a Magic item to a Rare item, adding a guaranteed modifier
    One Handed Melee Weapon or Bow: Adds (16–24) to (28–42) Physical Damage
    Two Handed Melee Weapon or Crossbow: Adds (23–35) to (39–59) Physical Damage
    Perfect Essence of Abrasion
    Stack Size: 1 / 10
    Removes a random modifier and augments a Rare item with a new guaranteed modifier
    One Handed Melee Weapon or Bow: Gain (15–20)% of Damage as Extra Physical Damage
    Two Handed Melee Weapon or Crossbow: Gain (25–33)% of Damage as Extra Physical Damage
    Essence of Hysteria
    Stack Size: 1 / 10
    Removes a random modifier and augments a Rare item with a new guaranteed modifier
    Helmet: +1 to Level of all Minion Skills
    Body Armour: (64–97) to (97–145) Physical Thorns damage
    Gloves: (25–29)% increased Critical Damage Bonus
    Boots: 30% increased Movement Speed
    Ring: (50–59)% increased Mana Regeneration Rate
    Amulet: (19–21)% of Damage taken Recouped as Life
    Belt: +(254–304) to Stun Threshold
    Shield: (20–24)% increased Block chance
    Quiver: (43–50)% increased Damage with Bow Skills
    Focus: (41–45)% increased Energy Shield Recharge Rate
    Uul-Netol's Catalyst
    Stack Size: 1 / 10
    Adds quality that enhances Physical modifiers on a ring or amulet
    Replaces other quality types
    Iron Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: 16% increased Physical Damage
    Armour: 16% increased Armour, Evasion and Energy Shield
    Wand or Staff: 25% increased Spell Damage
    Body Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Leeches 2.5% of Physical Damage as Life
    Armour: +30 to maximum Life
    Wand or Staff: +30 to maximum Energy Shield
    Mind Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Leeches 2% of Physical Damage as Mana
    Armour: +25 to maximum Mana
    Wand or Staff: +40 to maximum Mana
    Lesser Iron Rune
    Stack Size: 1 / 10
    Martial Weapons: 14% increased Physical Damage
    Armour: 14% increased Armour, Evasion and Energy Shield
    Wand or Staff: 20% increased Spell Damage
    Lesser Body Rune
    Stack Size: 1 / 10
    Martial Weapons: Leeches 2% of Physical Damage as Life
    Armour: +20 to maximum Life
    Wand or Staff: +25 to maximum Energy Shield
    Lesser Mind Rune
    Stack Size: 1 / 10
    Martial Weapons: Leeches 1.5% of Physical Damage as Mana
    Armour: +15 to maximum Mana
    Wand or Staff: +30 to maximum Mana
    Greater Iron Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: 18% increased Physical Damage
    Armour: 18% increased Armour, Evasion and Energy Shield
    Wand or Staff: 30% increased Spell Damage
    Greater Body Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Leeches 3% of Physical Damage as Life
    Armour: +40 to maximum Life
    Wand or Staff: +35 to maximum Energy Shield
    Greater Mind Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Leeches 2.5% of Physical Damage as Mana
    Armour: +35 to maximum Mana
    Wand or Staff: +50 to maximum Mana
    Lesser Tempered Rune
    Stack Size: 1 / 10
    Martial Weapons: Adds 3 to 4 Physical Damage
    Armour: 6 to 9 Physical Thorns damage
    Tempered Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Adds 6 to 9 Physical Damage
    Armour: 14 to 21 Physical Thorns damage
    Greater Tempered Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Adds 9 to 12 Physical Damage
    Armour: 31 to 52 Physical Thorns damage
    Greater Rune of Leadership
    Stack Size: 1 / 10
    Martial Weapons: Minions gain 10% of their Physical Damage as Extra Lightning Damage
    Armour: Minions take 10% of Physical Damage as Lightning Damage
    The Greatwolf's Rune of Claws
    Stack Size: 1 / 10
    Requires: Level 50
    Gloves: Adds 5 to 12 Physical Damage to Attacks
    Place into an empty Rune Socket in a pair of Gloves to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Bear Talisman
    Stack Size: 1 / 10
    Helmets: 8% increased Area of Effect
    Sceptres: Allies in your Presence deal 12 to 18 added Attack Physical Damage
    Place into an empty Rune Socket in a Helmet or Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Crumbling Maul
    Physical Damage: 62-75
    Critical Hit Chance: 5%
    Attacks per Second: 1.1
    Weapon Range: 1.3
    Requires: Level 38, 68 Str
    Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
    Crone Knife
    Physical Damage: 4-15
    Critical Hit Chance: 15%
    Attacks per Second: 1.55
    Weapon Range: 1
    Requires: Level 6, 9 Dex, 9 Int
    Leeches 4% of Physical Damage as Mana
    Broadhead Quiver
    Adds 1 to 3 Physical Damage to Attacks
    Iron Ring
    Adds 1 to 4 Physical Damage to Attacks
    Disintegrating Maul
    Physical Damage: 93-114
    Critical Hit Chance: 5%
    Attacks per Second: 1.1
    Weapon Range: 1.3
    Requires: Level 62, 109 Str
    Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
    Ruination Maul
    Physical Damage: 113-138
    Critical Hit Chance: 5%
    Attacks per Second: 1.1
    Weapon Range: 1.3
    Requires: Level 79, 163 Str
    Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
    Gain 5% of Damage as Extra Fire Damage
    5% of Physical Damage taken as Fire Damage
    Gain 25% of Physical Damage as Extra Lightning Damage against Electrocuted Enemies
    3% reduced maximum Life
    30% increased amount of Life Leeched
    40% increased Physical Damage
    20% of Physical Damage taken Recouped as Life
    Mastery: Breach
    Enemies you apply Incision to take 2% increased Physical Damage per Incision
    Empowered Attacks Gain 15% of Physical Damage as Extra Fire damage
    Totems gain +20% to all Elemental Resistances
    Totems have 20% additional Physical Damage Reduction
    Minions Break Armour equal to 3% of Physical damage dealt
    Minions have 20% additional Physical Damage Reduction
    Minions have +23% to Chaos Resistance
    Minions have +13% to Chaos Resistance
    Minions gain 10% of Physical Damage as Chaos Damage
    20% increased Freeze Buildup
    20% increased chance to Shock
    20% increased Flammability Magnitude
    Witch: 20% increased Critical Hit Chance for Spells
    Witch: 20% 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
    20% increased Magnitude of Impales inflicted with Spells
    20% increased Physical Damage
    20% increased Critical Damage Bonus
    20% increased Knockback Distance
    20% increased Physical Damage
    Gain 8% 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 Skill Speed
    25% increased Physical Damage
    Gain 8% of Damage as Extra Physical Damage
    15% increased effect of Fully Broken Armour
    10% of Physical Damage taken Recouped as Life
    20% increased Physical Damage
    40% increased Chaos Damage while affected by Herald of Plague
    40% increased Physical Damage while affected by Herald of Blood
    20% increased Elemental Damage with Attacks
    5% of Physical Damage from Hits taken as Damage of a Random Element
    5% chance to Daze on Hit
    Gain 12% of Physical Damage as Extra Cold Damage against Dazed Enemies
    5% chance to Daze on Hit
    Gain 12% of Physical Damage as Extra Lightning Damage against Dazed Enemies
    Gain Physical Thorns damage equal to 10% of Item Armour on Equipped Body Armour
    20% increased Stun Buildup
    20% increased Knockback Distance
    20% increased Physical Damage
    Gain 25% of Physical Damage as Extra Fire Damage against Heavy Stunned Enemies
    Gain 8% of Physical Damage as Extra Cold Damage against Shocked Enemies
    Gain 8% of Physical Damage as Extra Lightning Damage against Chilled Enemies
    Break 40% increased Armour
    25% increased Physical Damage
    Can Attack as though using a Quarterstaff while both of your hand slots are empty
    Unarmed Attacks that would use your Quarterstaff's damage gain:
    Physical damage based on their Skill Level
    • 1% more Attack Speed per 25 Item Evasion Rating on Equipped Armour Items
    • +0.1% to Critical Hit Chance per 10 Item Energy Shield on Equipped Armour Items
    Ascendancy: Warbringer
    Character: Warrior
    Warcries Explode Corpses dealing 25% of their Life as Physical Damage
    Ignore Warcry Cooldowns
    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: Blood Mage
    Character: Witch
    50% less Life Recovery from Flasks
    Gain 1 Life Flask Charge per 4% Life spent
    On Hitting an Enemy while a Life Flask is at full Charges, 40% of its Charges are consumed
    Gain 1% of damage as Physical damage for 3 seconds per Charge consumed this way
    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
    Leech recovers based on Chaos 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 Critical 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

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