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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.
Skill Gem /123
WitchDetonateDead
Cause a Corpse to violently explode, damaging surrounding enemies.
HeraldOfIceSkill
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
HeraldOfThunderSkill
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which dealAttack damage to all surrounding enemies.
DruidRollingMagma
Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skillChains, bouncing forward to deal damage multiple times. Impacts on Molten Fissures or Volcanos will activate them as though they were Slammed.
AbyssDeathPactSkill
Sacrifice some of a damageable Minion's life to deal Physical damage in an area around it.
RangerPlagueBearerSkill
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.
MercArtilleryBallista
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
BloodTendrilsSkill
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.
ReapWeaponSkill
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
BruteVolcanicFissure
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.
HuntressGlacialLance
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.
RangerFrostEscapeShot
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.
StudiousCombatant
[DNT-UNUSED] Ready your axe as it charges with flame, then swing in a massive flaming arc, sending out a slow wave of fire.
shadowprojectiles
Fire an arc of knives in front of the caster which deals physical damage.
MonkFreezingBackflip
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
MonkComboAttack
Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
MonkGlacialCascade
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.
ScreamingDevastation
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.
AbsolutionBlast
[DNT] Convene the surrounding earth into an immense boulder to crash down, dealing high damage at the targeted location after a short delay.
shadowprojectiles
Fire an arc of knives in front of the caster which deals physical damage.
ChokingMistsSkillIcon
Dash to an enemy and Strike them, Culling enemies if their life is low enough. When this skill kills an enemy you draw out their final fears, crushing them to create a shockwave. Enemies around you that can be Culled will be highlighted.
MonkShatteringPalm
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.
TectonicSlam
[DNT-UNUSED] Make alot of fire
DruidWolfHowl
[DNT-UNUSED] Loud noise
ExplosiveGrenade
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
ToxicGrenade
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.
OilGrenade
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
ShockGrenade
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.
MonkTempestFlurry
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.
MonkChargedStaff
Consume all Power Charges to charge 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.
MonkSiphoningStrike
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, Consume their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
MonkTempestBell
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
CoilOfUndoingSkill
Simultaneously fires a Physical Projectile and a Chaos Projectile at the target. These projectiles Chain through any number of Cursed targets.
MonkIceAmbush
Leap backward and crack the ground with your staff to call forth an Ice Crystal which can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
WitchBoneStorm
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.
WitchBoneCage
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.
WitchUnearth
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.
RangerShockingArrow
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.
GhostfuseArrow
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.
RangerLightningRodRainSkill
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 reduces this delay, causing bursts to happen more quickly.
RangerSnipeShotArrow
Channel to charge up your bow before releasing a powerful shot. Releasing with Perfect Timing causes the arrow to explode on impact and Consume Freeze on directly Hitting. Consuming Freeze enhances the explosion.
RangerGasCloudSkill
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.
RangerElectrocutingRodSkill
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.
BrutePerfectStrike
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
BruteShieldBlock
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.
BruteResonatingShield
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.
WitchReservationRaginSpirits
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.
HuntressRemoteMineSpear
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.
ThunderousLeapSkillIcon
Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
BoneBlastWeaponSkill
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.
BruteMoltenBlast
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.
BruteHammerOfTheGods
[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.
AbyssalLivingBomb
Plant a seed of Abyssal Energy on the enemy's heart. Dealing enough damage to the enemy, or killing it outright, causes their heart to explode, dealing Physical damage in an area.
BruteShieldWall
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.
WarriorShieldingCry
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.
PowerShotIncendiary
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
BurstShotIncendiary
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. These fragments can Merge.
RapidShotIncendiary
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
PowerShotPermafrost
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
BurstShotPermafrost
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. These fragments can Merge.
SiegeCascadePermafrost
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.
RapidShotPermafrost
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location that arms after a duration. After arming, the ice shards explode when enemies step on them, dealing more damage the longer they have been armed, up to a maximum. Using this Skill again reloads the clip.
BurstShotStormblast
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
SiegeCascadeStormblast
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.
RapidShotStormblast
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.
RangerBrewConcoctionPoisonSkill
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. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack.
RangerBrewConcoctionBleedSkill
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. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack.
MonkStormWave
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
RangerIceShot
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
DruidOracleRipFromTimeSkill
Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
MercClusterGrenade
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.
RangerMagneticSalvo
Aim skyward and fire 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.
HeraldOfBloodSkill
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies. This damage is not based on your Weapon, but is partially based on their accumulated Blood Loss. The explosion destroys their Corpse if the enemy was Normal or Magic, and has a chance to Aggravate Bleeding.
MonkGatheringStorm
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing causes you to dash 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. Perfectly Timed dash also explodes Tempest Bells on hit creating a shockwave that deals more damage and has a larger area, leaving Shocked Ground in its wake. This skill cannot be Ancestrally Boosted.
PrimalistBloodBoilsSkillIcon
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
AtzirisContempt
Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.
ChallengersAscentSkill
Leap into the air carried by divine wings, damaging enemies with your spear where you land. If there is a Fragment of Divinity near you or the targeted location, this attack will Consume it when you leap to become Empowered, dealing more damage and granting life and mana recovery. This skill does not use up its Cooldown when empowered.
WildspeakerVividStagsSkill
Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind Shocked Ground.
HeraldOfIceSkill
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
HeraldOfThunderSkill
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which dealAttack damage to all surrounding enemies.
PrimalStrikesSkillIcon
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.
FangsofFrostSkillIcon
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.
MarkoftheBloodhoundSkillIcon
Mark a target, making them suffer Heavy Stun build up from Blood Loss. The Mark will Activate, Consuming itself to Trigger Blood Explosion, when they are Heavy Stunned, or when they are killed if they suffered enough Blood Loss. The Mark's duration does not expire while the Marked target is suffering Blood Loss.
SolarisSpearSkillIcon
Build Glory by inflicting Freeze, Shock or Ignite on 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.
HuntressOverchargedSpear
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.
HuntressBucklerParry
Ready your Buckler to parry the next Hit you would take, 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.
HuntressExtraElements
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.
AmazonElementalInfusionSkillIcon
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.
SpireofIreSkillIcon
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.
SmithOfKitavaImbueWeaponSkillIcon
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.
AmazonElementalInfusionSkillIcon
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.
MurkshaftToads
This skill creates a toad that jumps around briefly, the toad then explodes, dealing Attack damage in an area and inflicting Poison. Damage you deal with this skill is not based on your Weapon.
DruidElectricSpittle
Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.
DruidFlameBreath
Shapeshift into a Wyvern and take to the skies, immolating enemies with a jet of fire. Channelling ends after a short amount of time but can be prolonged by spending Rage. Consumes a Power Charge if possible to Empower the Skill, Gaining extra Lightning damage and spending Rage more slowly.
DruidFrozenClaws
Shapeshift into a Werewolf and lash out with a flurry of claw swipes. The first Attack can dash to faraway enemies and the final Attack Strikes twice. Attacking a Frozen enemy will create Ice Fragments, which are Projectiles that land and explode after a short delay.
DruidFuryoftheMountain
Shapeshift into a Bear and repeatedly pound the ground, creating Molten Fissures that travel randomly in a wide arc in front of you.
RequiemChargeSkillCrossbow
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
DruidLunarAssault
Shapeshift into a Werewolf and swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.
DruidAwakenedForest
Spur the growth of huge vines, which emerge randomly within the target area. The vines crash to the ground then retreat, targeting nearby enemies if possible.
DruidLunarBlessing
Shapeshift into a Werewolf and offer your Rage to the moon to receive a blessing, gaining bonus Cold damage for yourself and any Wolf Minions you have from Wolf Pack or Predator's Mark. Spends all Rage to extend the Buff's duration. While the Buff is active, your Werewolf Melee Attacks call down Moonbeams on Hit.
WarriorForgeHammer
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.
RangerShearingBolts
Ready your active Bow or Spear, Empowering your next Repeatable Bow or Projectile Spear Attacks to Convert Physical Damage to Cold Damage and Trigger Ice Fragments on Hit. This Skill's cooldown can be bypassed by expending a Frenzy Charge. Cannot Empower Sustained Skills.
Runeseeker
Leash the stars themselves by leveraging your vast magical power, repeatedly Triggering Starfall targeting an enemy in an area around you, or a random location in that area if no enemies can be targeted.
HimindrygrSkillIcon
Build up Glory by Freezing or Chilling enemies. When you have maximum Glory you may jump backwards loosing your Mace with the force of a falling comet onto your target. The impact releases Fissures and causes stars to fall in the area for a brief period.
FluttermothSkillIcon
While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental Ailments or hit Rare or Unique enemies affected by Elemental Ailments. The swarms are untargetable Minions that pursue nearby enemies to Attack them and inflict Faerie Fire on Hit.
Murkmaw
Draws out the latent fears of enemies you kill and Rare or Unique enemies you Hit, turning them into unstable apparitions which charge towards enemies and then explode.
ShieldNightfall1
Hurl your Shield as a Projectile which Returns to you at the end of its flight. While the Shield is in flight, this skill is replaced with Embrace the Fall. This skill's cooldown is skipped if you catch the Shield as it Returns, or destroy an Ice Crystal with the Embrace the Fall.
BruteShieldBlock
[DNT] Raise your Crossbow to Block all incoming Blockable hits. Releasing performs a Kinetic Bash, damaging enemies in front of you dealing more damage based on your Heavy Stun Buildup. While your Crossbow is raised Blocking too much damage may Heavy Stun you.
VolcanicEruptionSkillIcon
Fires molten Projectiles from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.
ExpeditionMarkofRepulsion
Spend Runic Ward to Curse enemies with a Verisium Rune, inflicting them with Fragility. Hitting these enemies removes the Curse to Trigger an explosion, Knocking Back nearby enemies and causing more Stun buildup based on the Fragility on the target Hit.
DreadBannerSkill
[DNT] Gem effect description.[DNT] Gain stack of cleansed and corrupted forms when attacking with a bow.
ExpeditionVerisiumComet
Build Glory by spending Runic Ward. When you have maximum Glory, you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary Minion. Targeting close to you will cause you to jump back as you cast. Consumes a Verisium Infusion, if possible, to increase the number of Minions summoned.
ExpeditionDetonateLiving
Spend Runic Ward to cause a destabilising Hit against an enemy under the Culling Strike Threshold, making them violently explode. Highlights enemies under the Culling Strike Threshold.
ExpeditionRunewordHazard
Spend Runic Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage that is not based on your Weapon's damage and apply Electrocution buildup.
ExpeditionExplosiveTransmutation
While active, picking up Remnants Triggers a deadly explosion, dealing damage at the location of the Remnant based on the type of Remnant picked up.
icongroundslam
Blows strong enough to Heavy Stun an enemy reverberate in an area around the enemy and heavily Break Armour.
Support Gem /45
LifeLeechSupport
Supports Attacks, causing their Physical damage to Leech Life.
LifeLeechSupport
Supports Attacks, causing their Physical damage to Leech Life.
LifeLeechSupport
Supports Attacks, causing their Physical damage to Leech Life and preventing Leech gained this way from being removed at full Life.
ManaLeechSupport
Supports Attacks, causing their Physical damage to Leech Mana.
WalkeroftheWilds
Supports Skills which Hit enemies, causing their Mana Leech to recover based on Elemental damage instead of Physical damage.
MeleePhysicalDamageSupport
Supports Melee Attacks, boosting their Physical damage at the cost of Attack Speed.
BloodlustSupport
Supports Melee Attacks, causing them to deal more damage against Bleeding enemies, but preventing them from inflicting Bleeding.
ChanceToBleedSupport
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.
BrutalitySupport
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
BrutalitySupport
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
LineageLifetap
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.
BurstingPlagueSupport
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.
PinSupport
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun.
PinSupport
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.
PinSupport
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.
ArmourExplosionSupport
Supports Attacks and Warcries, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
CorruptingCrySupport
Supports Warcries, Triggering Corrupted Cry to inflict Corrupted Blood on enemies in their area of effect.
CorruptingCrySupport
Supports Warcries, Triggering Corrupted Cry to inflict Corrupted Blood on enemies in their area of effect.
Paquate
Supports Warcries, Triggering Twisted Pact to inflict Corrupted Blood on enemies in their area of effect., at the cost of your Life.
ArmourBreakSupport
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
ArmourBreakSupport
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.
ArmourBreakSupport
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.
DazingSupport
Supports Attacks, causing them to build up Daze based on a portion of Physical Damage dealt.
FontOfBloodSupport
Supports Skills which create Totems. Totems created by supported Skills generate a Font of Blood which will Leech Life to Allies within it.
ManaFountainSupport
Supports Skills which create Totems. Totems created by supported Skills generate a Font of Mana which will Leech Mana to Allies within it.
HeftSupport
Supports Skills which deal Damage, increasing the maximum Physical Damage of their Hits.
BattershoutSupport
Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
VolcanicEruptionSupport
Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
BloodintheEyesSupport
Supports Skills that Hit Enemies, causing those Hits to Hobble Bleeding Enemies based on a portion of Physical Damage dealt.
OutmaneuverSupport
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills Break Armour against Parried Enemies.
SingleOutSupport
Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
SingleOutSupport
Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
TumultSupport
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
Tukohama
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.
LivingLightningSupport
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
LivingLightningSupport
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
FissureOnLandingSupport
Supports Melee Skills that leap into the air, causing them to create Fissures when you land. Cannot Support Totem Skills, and does not modify Skills used by Minions.
LineageUulNetol
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
ExplosiveGrowth
Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown.
ExplosiveGrowth
Supports Plant Skills, causing them to Trigger an explosion after they have been Overgrown, Blinding enemies Hit.
DangerousResolveSupport
Supports Channelling Skills you use yourself. While Channelling Supported Skills, periodically gain stages of Deadly Resolve. Expend a stage of Deadly Resolve when an enemy Hits you to Trigger a deadly slash towards that enemy, dealing more damage based on your Armour.
BrittleArmour
Supports Skills which can Hit enemies. Hits with Supported Skills which Freeze enemies cause Physical damage against them to Break their Armour while they remain Frozen.
DazeonCrit
Supports Spells which Hit enemies. Supported Skills Daze on Critically Hitting enemies with Physical damage.
ExpeditionFistofKalguur
Supports Slams you use yourself, allowing them to spend large amounts of Runic Ward to become Runically Boosted. Runically Boosted Slams are Empowered with extra Physical damage and create a rune the first time they hit an enemy. The rune erupts in an Aftershock after a duration. Cannot support Channelling Skills.
Monsters mods /2
NameLevelPre/SufDescriptionWeight
of Shattering1SuffixBreak Armour equal to 1000% of Physical Damage dealt Damage Physicaldefault 1
1UniqueMonsters Break Armour equal to (50—100)% of Physical Damage dealt
Map mods /44
NameLevelPre/SufDescriptionWeight
Shattering1PrefixMonsters Break Armour equal to (15—20)% of Physical Damage dealt
19% more Magic and Rare Monsters
Rare Monsters have 19% more chance of Monster Modifiers
10% more Waystones found in Area
map_key_low 1
default 0
Shattering1PrefixMonsters Break Armour equal to (20—25)% of Physical Damage dealt
19% more Magic and Rare Monsters
Rare Monsters have 19% more chance of Monster Modifiers
10% more Waystones found in Area
map_key_medium 1
default 0
Shattering1PrefixMonsters Break Armour equal to (25—30)% of Physical Damage dealt
19% more Magic and Rare Monsters
Rare Monsters have 19% more chance of Monster Modifiers
10% more Waystones found in Area
map_key_high 1
default 0
Shattering1PrefixMonsters Break Armour equal to (30—45)% of Physical Damage dealt
19% more Magic and Rare Monsters
Rare Monsters have 19% more chance of Monster Modifiers
10% more Waystones found in Area
map_key_highest 1
default 0
Burning1Unique% of Monster Physical Damage is Converted to Fire
Monsters deal 35% of Physical Damage as Extra Fire
map item drop quantity +% [12]
Damage Physical Elemental Fire
secret_area 1
default 0
Freezing1Unique% of Monster Physical Damage is Converted to Cold
Monsters deal 35% of Physical Damage as Extra Cold
map item drop quantity +% [12]
Damage Physical Elemental Cold
secret_area 1
default 0
Shocking1Unique% of Monster Physical Damage is Converted to Lightning
Monsters deal 35% of Physical Damage as Extra Lightning
map item drop quantity +% [12]
Damage Physical Elemental Lightning
secret_area 1
default 0
Punishing1UniqueMonsters reflect 10% of Physical Damage
map item drop quantity +% [12]
Damage Physical
secret_area 1
default 0
Burning1UniqueMonsters deal (50—69)% of Physical Damage as Extra Fire
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
low_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
Burning1UniqueMonsters deal (30—49)% of Physical Damage as Extra Fire
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
top_tier_map 0
expedition_logbook 1
default 0
Burning68UniqueMonsters deal (50—69)% of Physical Damage as Extra Fire
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
top_tier_map 0
expedition_logbook 1
default 0
Burning1UniqueMonsters deal (70—89)% of Physical Damage as Extra Fire
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
mid_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
Burning73UniqueMonsters deal (70—89)% of Physical Damage as Extra Fire
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
top_tier_map 0
expedition_logbook 1
default 0
Burning1UniqueMonsters deal (90—110)% of Physical Damage as Extra Fire
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
top_tier_map 1
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
Burning1UniqueMonsters deal (90—110)% of Physical Damage as Extra Fire
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
top_tier_map 0
maven_map 1
primordial_map 1
default 0
Burning78UniqueMonsters deal (90—110)% of Physical Damage as Extra Fire
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
top_tier_map 0
expedition_logbook 1
default 0
Freezing1UniqueMonsters deal (50—69)% of Physical Damage as Extra Cold
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
low_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
Freezing1UniqueMonsters deal (30—49)% of Physical Damage as Extra Cold
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
top_tier_map 0
expedition_logbook 1
default 0
Freezing68UniqueMonsters deal (50—69)% of Physical Damage as Extra Cold
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
top_tier_map 0
expedition_logbook 1
default 0
Freezing1UniqueMonsters deal (70—89)% of Physical Damage as Extra Cold
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
mid_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
Freezing73UniqueMonsters deal (70—89)% of Physical Damage as Extra Cold
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
top_tier_map 0
expedition_logbook 1
default 0
Freezing1UniqueMonsters deal (90—110)% of Physical Damage as Extra Cold
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
top_tier_map 1
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
Freezing1UniqueMonsters deal (90—110)% of Physical Damage as Extra Cold
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
top_tier_map 0
maven_map 1
primordial_map 1
default 0
Freezing78UniqueMonsters deal (90—110)% of Physical Damage as Extra Cold
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
top_tier_map 0
expedition_logbook 1
default 0
Shocking1UniqueMonsters deal (50—69)% of Physical Damage as Extra Lightning
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
low_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
Shocking1UniqueMonsters deal (30—49)% of Physical Damage as Extra Lightning
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
top_tier_map 0
expedition_logbook 1
default 0
Shocking68UniqueMonsters deal (50—69)% of Physical Damage as Extra Lightning
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
top_tier_map 0
expedition_logbook 1
default 0
Shocking1UniqueMonsters deal (70—89)% of Physical Damage as Extra Lightning
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
mid_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
Shocking73UniqueMonsters deal (70—89)% of Physical Damage as Extra Lightning
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
top_tier_map 0
expedition_logbook 1
default 0
Shocking1UniqueMonsters deal (90—110)% of Physical Damage as Extra Lightning
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
top_tier_map 1
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
Shocking1UniqueMonsters deal (90—110)% of Physical Damage as Extra Lightning
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
top_tier_map 0
maven_map 1
primordial_map 1
default 0
Shocking78UniqueMonsters deal (90—110)% of Physical Damage as Extra Lightning
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
top_tier_map 0
expedition_logbook 1
default 0
Profane1UniqueMonsters deal (21—25)% of Physical Damage as Extra Chaos
Monsters Inflict Withered for 2 seconds on Hit
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Chaos
mid_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
Profane73UniqueMonsters deal (21—25)% of Physical Damage as Extra Chaos
Monsters Inflict Withered for 2 seconds on Hit
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Chaos
top_tier_map 0
expedition_logbook 1
default 0
Profane1UniqueMonsters deal (31—35)% of Physical Damage as Extra Chaos
Monsters Inflict Withered for 2 seconds on Hit
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Chaos
top_tier_map 1
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
Profane1UniqueMonsters deal (31—35)% of Physical Damage as Extra Chaos
Monsters Inflict Withered for 2 seconds on Hit
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Chaos
top_tier_map 0
maven_map 1
primordial_map 1
default 0
Profane78UniqueMonsters deal (31—35)% of Physical Damage as Extra Chaos
Monsters Inflict Withered for 2 seconds on Hit
6% increased Pack size
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Chaos
top_tier_map 0
expedition_logbook 1
default 0
Punishing1UniqueMonsters reflect 13% of Physical Damage
4% increased Pack size
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Physical
low_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
Punishing68UniqueMonsters reflect 13% of Physical Damage
4% increased Pack size
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Physical
top_tier_map 0
expedition_logbook 1
default 0
Punishing1UniqueMonsters reflect 15% of Physical Damage
4% increased Pack size
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Physical
mid_tier_map 1
expedition_logbook 0
primordial_map 0
default 0
Punishing73UniqueMonsters reflect 15% of Physical Damage
4% increased Pack size
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Physical
top_tier_map 0
expedition_logbook 1
default 0
Punishing1UniqueMonsters reflect 18% of Physical Damage
4% increased Pack size
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Physical
top_tier_map 1
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
Punishing1UniqueMonsters reflect 18% of Physical Damage
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Physical
top_tier_map 0
maven_map 1
primordial_map 1
default 0
Punishing78UniqueMonsters reflect 18% of Physical Damage
4% increased Pack size
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Physical
top_tier_map 0
expedition_logbook 1
default 0
Delve Area mods /17
NameLevelPre/SufDescriptionWeight
1DelveAreaMonsters deal (10—19)% of Physical Damage as Extra Fire
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Fire
default 1
20DelveAreaMonsters deal (20—49)% of Physical Damage as Extra Fire
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Fire
default 1
52DelveAreaMonsters deal (50—69)% of Physical Damage as Extra Fire
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Fire
default 1
92DelveAreaMonsters deal (70—89)% of Physical Damage as Extra Fire
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Fire
default 1
173DelveAreaMonsters deal (90—110)% of Physical Damage as Extra Fire
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Fire
default 1
1DelveAreaMonsters deal (10—19)% of Physical Damage as Extra Cold
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Cold
default 1
20DelveAreaMonsters deal (20—49)% of Physical Damage as Extra Cold
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Cold
default 1
52DelveAreaMonsters deal (50—69)% of Physical Damage as Extra Cold
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Cold
default 1
92DelveAreaMonsters deal (70—89)% of Physical Damage as Extra Cold
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Cold
default 1
173DelveAreaMonsters deal (90—110)% of Physical Damage as Extra Cold
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Cold
default 1
1DelveAreaMonsters deal (10—19)% of Physical Damage as Extra Lightning
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Lightning
default 1
20DelveAreaMonsters deal (20—49)% of Physical Damage as Extra Lightning
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Lightning
default 1
52DelveAreaMonsters deal (50—69)% of Physical Damage as Extra Lightning
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Lightning
default 1
92DelveAreaMonsters deal (70—89)% of Physical Damage as Extra Lightning
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Lightning
default 1
173DelveAreaMonsters deal (90—110)% of Physical Damage as Extra Lightning
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Elemental Lightning
default 1
92DelveAreaMonsters deal (21—25)% of Physical Damage as Extra Chaos
Monsters Inflict Withered for 2 seconds on Hit
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Chaos
default 1
173DelveAreaMonsters deal (31—35)% of Physical Damage as Extra Chaos
Monsters Inflict Withered for 2 seconds on Hit
16% increased Quantity of Items found in this Area
9% increased Rarity of Items found in this Area
6% increased Pack size
Damage Physical Chaos
default 1
Heist Area mods /20
NameLevelPre/SufDescriptionWeight
Burning1PrefixMonsters deal (10—29)% of Physical Damage as Extra Fire
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
default 1
Burning46PrefixMonsters deal (30—49)% of Physical Damage as Extra Fire
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
default 1
Burning68PrefixMonsters deal (50—69)% of Physical Damage as Extra Fire
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
default 1
Burning73PrefixMonsters deal (70—89)% of Physical Damage as Extra Fire
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
default 1
Burning78PrefixMonsters deal (90—110)% of Physical Damage as Extra Fire
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Fire
default 1
Freezing1PrefixMonsters deal (10—29)% of Physical Damage as Extra Cold
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
default 1
Freezing46PrefixMonsters deal (30—49)% of Physical Damage as Extra Cold
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
default 1
Freezing68PrefixMonsters deal (50—69)% of Physical Damage as Extra Cold
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
default 1
Freezing73PrefixMonsters deal (70—89)% of Physical Damage as Extra Cold
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
default 1
Freezing78PrefixMonsters deal (90—110)% of Physical Damage as Extra Cold
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Cold
default 1
Shocking1PrefixMonsters deal (10—29)% of Physical Damage as Extra Lightning
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
default 1
Shocking46PrefixMonsters deal (30—49)% of Physical Damage as Extra Lightning
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
default 1
Shocking68PrefixMonsters deal (50—69)% of Physical Damage as Extra Lightning
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
default 1
Shocking73PrefixMonsters deal (70—89)% of Physical Damage as Extra Lightning
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
default 1
Shocking78PrefixMonsters deal (90—110)% of Physical Damage as Extra Lightning
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
Damage Physical Elemental Lightning
default 1
Profane73PrefixMonsters deal (21—25)% of Physical Damage as Extra Chaos
Monsters Inflict Withered for 2 seconds on Hit
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
default 1
Profane78PrefixMonsters deal (31—35)% of Physical Damage as Extra Chaos
Monsters Inflict Withered for 2 seconds on Hit
heist contract alert level +% final [-6]
heist contract lockdown timer +% [6]
heist monster spawner alive limit +% [6]
map item drop quantity +% [16]
map item drop rarity +% [9]
default 1
Punishing68PrefixMonsters reflect 13% of Physical Damage
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Physical
default 1
Punishing73PrefixMonsters reflect 15% of Physical Damage
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Physical
default 1
Punishing78PrefixMonsters reflect 18% of Physical Damage
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Physical
default 1
Heist Equipment mods /4
NameLevelPre/SufDescriptionWeight
Glinting1Prefix(2—3) to (4—5) added Physical Damage
Players and their Minions have (2—3) to (4—5) added Physical Damage
Damage Physical
heist_equipment_weapon 1
default 0
Burnished45Prefix(4—5) to (6—8) added Physical Damage
Players and their Minions have (4—5) to (6—8) added Physical Damage
Damage Physical
heist_equipment_weapon 1
default 0
Polished75Prefix(6—8) to (9—11) added Physical Damage
Players and their Minions have (6—8) to (9—11) added Physical Damage
Damage Physical
heist_equipment_weapon 1
default 0
Honed83Prefix(7—9) to (12—14) added Physical Damage
Players and their Minions have (7—9) to (12—14) added Physical Damage
Damage Physical
heist_equipment_weapon 1
default 0
Misc mods /7
NameLevelDomainPre/SufDescriptionWeight
1FlaskUnique(7—10)% more Melee Physical Damage during effect Damage Physical Attack
Brawling1JewelUnique(14—16)% increased Melee Physical Damage with Unarmed Attacks Damage Physical Attacknot_int 0
default 0
1JewelUnique1% increased Evasion Rating per 3 Dexterity Allocated in Radius
1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius
1% increased Melee Physical Damage with Unarmed Attacks per 3 Dexterity Allocated in Radius
local jewel effect base radius [1500]
Evasion Damage Physical Attack
1AbyssUnique(5—10)% of Physical Damage prevented Recouped as Life Life Physicalheart_unique_jewel_prefix 1
default 0
of Amanamu65AbyssSuffixBreak Armour equal to (2—4)% of Physical Damage dealt amanamu Damage Physicaltwo_hand_weapon 0
mace 1
default 0
ulaman_mod 1
of Amanamu65AbyssSuffixBreak Armour equal to (4—7)% of Physical Damage dealt amanamu Damage Physicalone_hand_weapon 0
mace 1
default 0
ulaman_mod 1
1ExpeditionRelicPrefixMonsters' Hits Break Armour equal to 200% of Physical Damage dealtexpedition_atoll_remnant_logbook 1
expedition_tundra_remnant_logbook 1
default 0
Item /37
2HMace08
Ruination Maul
Physical Damage: 104-127
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 79, 163 Str
Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
2HMace08
Runeforged Crumbling Maul
Physical Damage: 105-128
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 55, 97 Str
Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
2HMace08
Disintegrating Maul
Physical Damage: 92-112
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 62, 109 Str
Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
2HMace08
Crumbling Maul
Physical Damage: 62-75
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 38, 68 Str
Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
PhysicalEssenceLesser
PhysicalEssenceLesserLesser 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
PhysicalEssence
PhysicalEssenceEssence 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
GreaterPhysicalEssence
GreaterPhysicalEssenceGreater 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
PhysicalEssencePerfect
PhysicalEssencePerfectPerfect 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
ChaosEssencePerfect
ChaosEssencePerfectPerfect Essence of Ruin
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Body Armour: (10—15)% of Physical Damage from Hits taken as Chaos Damage
EnhanceRune
Iron Rune
Stack Size: 1 / 10
Requires: Level 15
Martial Weapon: 16% increased Physical Damage
Wand or Staff: 25% increased Spell Damage
Armour: 16% increased Armour, Evasion and Energy Shield
Martial Weapon: 20% increased effect of Fully Broken Armour
Wand or Staff: Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt
Armour: +20 to maximum Life, +20 to maximum Mana
LifeRune
Body Rune
Stack Size: 1 / 10
Requires: Level 15
Martial Weapon: Leeches 4% of Physical Damage as Life
Wand or Staff: +40 to maximum Energy Shield
Armour: +45 to maximum Life
Martial Weapon: 5% increased maximum Life
Wand or Staff: 5% increased maximum Life
Armour: +20 to maximum Life, +20 to maximum Mana
ManaRune
Mind Rune
Stack Size: 1 / 10
Requires: Level 15
Martial Weapon: Leeches 3% of Physical Damage as Mana
Wand or Staff: +60 to maximum Mana
Armour: +30 to maximum Mana
Martial Weapon: 5% increased maximum Mana
Wand or Staff: 5% increased maximum Mana
Armour: +20 to maximum Life, +20 to maximum Mana
EnhanceRuneTier1
Lesser Iron Rune
Stack Size: 1 / 10
Martial Weapon: 14% increased Physical Damage
Wand or Staff: 20% increased Spell Damage
Armour: 14% increased Armour, Evasion and Energy Shield
Martial Weapon: 20% increased effect of Fully Broken Armour
Wand or Staff: Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt
Armour: +20 to maximum Life, +20 to maximum Mana
LifeRuneTier1
Lesser Body Rune
Stack Size: 1 / 10
Martial Weapon: Leeches 3% of Physical Damage as Life
Wand or Staff: +30 to maximum Energy Shield
Armour: +30 to maximum Life
Martial Weapon: 5% increased maximum Life
Wand or Staff: 5% increased maximum Life
Armour: +20 to maximum Life, +20 to maximum Mana
ManaRuneTier1
Lesser Mind Rune
Stack Size: 1 / 10
Martial Weapon: Leeches 2% of Physical Damage as Mana
Wand or Staff: +45 to maximum Mana
Armour: +20 to maximum Mana
Martial Weapon: 5% increased maximum Mana
Wand or Staff: 5% increased maximum Mana
Armour: +20 to maximum Life, +20 to maximum Mana
EnhanceRuneTier2
Greater Iron Rune
Stack Size: 1 / 10
Requires: Level 30
Martial Weapon: 18% increased Physical Damage
Wand or Staff: 30% increased Spell Damage
Armour: 18% increased Armour, Evasion and Energy Shield
Martial Weapon: 20% increased effect of Fully Broken Armour
Wand or Staff: Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt
Armour: +20 to maximum Life, +20 to maximum Mana
LifeRuneTier2
Greater Body Rune
Stack Size: 1 / 10
Requires: Level 30
Martial Weapon: Leeches 5% of Physical Damage as Life
Wand or Staff: +50 to maximum Energy Shield
Armour: +60 to maximum Life
Martial Weapon: 5% increased maximum Life
Wand or Staff: 5% increased maximum Life
Armour: +20 to maximum Life, +20 to maximum Mana
ManaRuneTier2
Greater Mind Rune
Stack Size: 1 / 10
Requires: Level 30
Martial Weapon: Leeches 4% of Physical Damage as Mana
Wand or Staff: +75 to maximum Mana
Armour: +40 to maximum Mana
Martial Weapon: 5% increased maximum Mana
Wand or Staff: 5% increased maximum Mana
Armour: +20 to maximum Life, +20 to maximum Mana
PerfectRuneEnhance
Perfect Iron Rune
Stack Size: 1 / 10
Requires: Level 50
Martial Weapon: 20% increased Physical Damage
Wand or Staff: 35% increased Spell Damage
Armour: 20% increased Armour, Evasion and Energy Shield
Martial Weapon: 20% increased effect of Fully Broken Armour
Wand or Staff: Break Armour on Critical Hit with Spells equal to 12% of Physical Damage dealt
Armour: +20 to maximum Life, +20 to maximum Mana
PerfectRuneLife
Perfect Body Rune
Stack Size: 1 / 10
Requires: Level 50
Martial Weapon: Leeches 6% of Physical Damage as Life
Wand or Staff: +60 to maximum Energy Shield
Armour: +75 to maximum Life
Martial Weapon: 5% increased maximum Life
Wand or Staff: 5% increased maximum Life
Armour: +20 to maximum Life, +20 to maximum Mana
PerfectRuneMana
Perfect Mind Rune
Stack Size: 1 / 10
Requires: Level 50
Martial Weapon: Leeches 5% of Physical Damage as Mana
Wand or Staff: +90 to maximum Mana
Armour: +50 to maximum Mana
Martial Weapon: 5% increased maximum Mana
Wand or Staff: 5% increased maximum Mana
Armour: +20 to maximum Life, +20 to maximum Mana
PhyDmgRuneTier1
Lesser Tempered Rune
Stack Size: 1 / 10
Martial Weapon: Adds 3 to 4 Physical Damage
Armour: 6 to 9 Physical Thorns damage
PhyDmgRune
Tempered Rune
Stack Size: 1 / 10
Requires: Level 15
Martial Weapon: Adds 6 to 9 Physical Damage
Armour: 14 to 21 Physical Thorns damage
PhyDmgRuneTier3
Greater Tempered Rune
Stack Size: 1 / 10
Requires: Level 30
Martial Weapon: Adds 9 to 12 Physical Damage
Armour: 31 to 52 Physical Thorns damage
LightningRuneSpecial1
Greater Rune of Leadership
Stack Size: 1 / 10
Martial Weapon: Minions gain 10% of their Physical Damage as Extra Lightning Damage
Armour: Minions take 10% of Physical Damage as Lightning Damage
Martial Weapon: Minions deal 20% increased Damage
Armour: Minions have +10% to all Elemental Resistances
RitualCorruptedIdol3
Idol of the Pharisee
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Martial Weapon, Wand or Staff: 30% reduced maximum Mana, Gain 2% of Damage as Extra Physical Damage per ten percent missing Mana
Sceptres: 30% reduced Mana Cost Efficiency of Command Skills, Minions deal 60% increased Damage with Command Skills
Martial Weapon, Wand or Staff: 30% reduced Mana Cost Efficiency, 12% increased Skill Speed while on Low Mana
Sceptres: 25% reduced Reservation Efficiency of Minion Skills, Temporary Minion Skills have +2 to Limit of Minions summoned
AzmeriSocketableBear
Bear Idol
Stack Size: 1 / 10
Helmets: 10% increased Area of Effect
Sceptres: Allies in your Presence deal 12 to 18 added Attack Physical Damage
Helmets: 12% increased Reservation Efficiency of Companion Skills
Sceptres: 40% increased Attack Damage while Shapeshifted
SoulCoreBlood
Guatelitzi's Thesis
Limited to: 1 Ancient Augment
Requires: Level 60
Helmets: Gain Armour equal to 35% of Life Lost from Hits in the past 8 seconds
Body Armours: 10% of Physical Damage prevented Recouped as Life
Boots: Lose 5% of maximum Life per second while Sprinting, 25% increased Movement Speed while Sprinting
Dagger02
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
Ring1
[DNT-UNUSED] Guillotine Executioner Drop
[DNT-UNUSED] Fill Me In
[DNT-UNUSED] Grants 10% increased Physical Damage
Alloy5
Alloy5Transcendent Alloy
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Staff: (39—47)% increased Cast Speed
Gain (11—16)% of Elemental Damage as Extra Cold Damage
Focus or Wand: (26—31)% increased Cast Speed
Gain (7—11)% of Elemental Damage as Extra Cold Damage
Martial Weapon: (15—20)% increased Physical Damage
+(7—10) to all Attributes
RunicWard16
Warding Rune of Annihilation
Stack Size: 1 / 10
Limited to: 1
Requires: Level 30
Martial Weapon: Attacks spend 5% of your maximum Runic Ward if possible to gain that much added Physical damage
GameWarpRuneUniqueFragment
Legacy of Deidbell
Limited to: 1 Aldur's Legacy
Requires: Level 65
Helmets: Warcries Explode Corpses dealing 10% of their Life as Physical Damage
Helmets: Warcry Skills have 20% increased Area of Effect
GameWarpRuneUniqueFragment
Legacy of Bushwhack
Limited to: 1 Aldur's Legacy
Requires: Level 65
GameWarpRuneUniqueFragment
Legacy of Dusk Vigil
Limited to: 1 Aldur's Legacy
Requires: Level 65
Staves: Gain 30% of Physical Damage as Extra Fire Damage
Staves: Triggered Spells deal 20% increased Spell Damage
GameWarpRuneUniqueFragment
Legacy of The Blood Thorn
Limited to: 1 Aldur's Legacy
Requires: Level 65
Quarterstaves: Adds 4 to 8 Physical Damage, Causes Bleeding on Hit
Quarterstaves: 10% increased Magnitude of Bleeding you inflict
GameWarpRuneUniqueFragment
Legacy of Ironbound
Limited to: 1 Aldur's Legacy
Requires: Level 65
Bows: Hits with this weapon have 1 to 3 Added Physical Damage per 1% Block Chance
Bows: 3% increased Block chance per 100 total Item Armour on Equipped Armour Items
Unique /67
TheBloodThorn
Requires: Level 1
Adds (8—12) to (16—18) Physical Damage
+(10—15) to Strength
Causes Bleeding on Hit
(4—5) to (8—10) Physical Thorns damage
Nevermelt
Requires: Level 1
No Physical Damage
Adds (8—10) to (15—18) Cold Damage
Freezes Enemies that are on Full Life
TheStake
Requires: Level 4, 11 Str
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 Elemental Exposure when this Weapon Fully Breaks Armour
AtzirisAcuity
Requires: Level 33, 42 Str
Grants Skill: Level 9 Herald of the Royal Queen
(150—200)% increased Armour
+(100—150) to maximum Life
Leech 10% of Physical Attack Damage as Life
10% of Physical damage dealt by your Hits causes Blood Loss
Mjolner
Requires: Level 65, 214 Str, Int 200
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
Frostbreath
Requires: Level 10, 21 Str
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
Hoghunt
Requires: Level 1
Adds (16—20) to (23—27) Physical Damage
+15% to Critical Hit Chance
10% reduced Attack Speed
+10 to Strength
Deidbell
Requires: Level 33, 48 Str
(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
TheRatCage
Requires: Level 33, 40.5 Dex
(100—150)% increased Evasion Rating
+300 to maximum Life
25% reduced Attribute Requirements
100% of Fire Damage from Hits taken as Physical Damage
Splinterheart
Requires: Level 16, 31 Dex
(120—160)% increased Physical Damage
+(50—70) to Accuracy Rating
(20—30)% increased Projectile Speed
Projectiles Split towards +2 targets
RampartRaptor
Requires: Level 4, 8 Str, 8 Dex
(20—30)% increased Bolt Speed
(40—60)% increased Physical Damage
(30—40)% increased Attack Speed
30% reduced Reload Speed
Bolts fired by Crossbow Attacks have 100% chance to not
expend Ammunition if you've Reloaded Recently
BrynhandsMark
Requires: Level 1
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
SculptedSuffering
Requires: Level 22, 41 Str
+(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
Nebuloch
Requires: Level 55, 97 Str
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
Redbeak
Requires: Level 1
Adds (4—6) to (7—10) Physical Damage
10% increased Attack Speed
Gain 3 Life per enemy killed
100% increased Attack Damage while on Low Life
Bluetongue
Requires: Level 1
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
TheSentry
Requires: Level 11, 18 Dex, 9 Int
No Physical Damage
Adds (25—32) to (40—50) Fire Damage
+(30—50) to Accuracy Rating
100% increased Flammability Magnitude
30% increased Light Radius
NazirsJudgement
Requires: Level 28, 41 Dex, 18 Int
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
BlisteringBond
Requires: Level 8
+(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
Bleeding you inflict deals Fire Damage instead of Physical Damage
BloodBarrier
Requires: Level 16, 25 Dex
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
Trephina
Requires: Level 11, 23 Str
Crushes Enemies on Hit
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
TheEmptyRoar
Requires: Level 22, 41 Str
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
Shyaba
Requires: Level 28, 37 Str, Dex 50
+50 Dexterity Requirement
-15 Strength Requirement
(80—120)% increased Physical Damage
50% increased Attack Speed
(15—25)% increased Light Radius
Quecholli
Requires: Level 38, 68 Str
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
Hits with this Weapon have no Critical Damage Bonus
This Weapon's Critical Hit Chance is 100%
Bushwack
Requires: Level 33, 45 Dex
(15—25)% increased Movement Speed
(50—80)% increased Evasion Rating
+(10—20) to Dexterity
Physical Damage is Pinning
WanderingReliquary
Requires: Level 27, 45 Str
(50—100)% increased Armour
+(40—60) to maximum Mana
+(10—20) to Strength
+(60—80) to Stun Threshold
50% of Physical Damage prevented Recouped as Life
Perfidy
Requires: Level 45, 41 Str, 41 Dex
(300—450)% increased Armour and Evasion
(10—30)% chance to Avoid Physical Damage from Hits
(10—30)% chance to Avoid Fire Damage from Hits
(10—30)% chance to Avoid Cold Damage from Hits
(10—30)% chance to Avoid Lightning Damage from Hits
(10—30)% chance to Avoid Chaos Damage from Hits
Enemies in your Presence are Intimidated
BreachQuiver
Requires: Level 65
(20—30)% increased Critical Hit Chance for Attacks
(10—15)% reduced Attack Speed
Attacks Gain (10—20)% of Physical Damage as extra Chaos Damage
Chaos Damage from Hits also Contributes to Freeze Buildup
Chaos Damage from Hits also Contributes to Electrocute Buildup
Skysliver
Requires: Level 16, 12 Str, 25 Dex
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
SplinterOfLorrata
Requires: Level 1
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
DaevatasWind
Requires: Level 21, 14 Str, 31 Dex
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
ArmsLength
Requires: Level 5, 10 Dex
Grants Skill: Spear Throw
(150—200)% increased Physical Damage
(10—15)% reduced Attack Speed
+(15—30) to Strength
Knocks Back Enemies on Hit
Cannot use Projectile Attacks
Chainsting
Requires: Level 10, 9 Str, 17 Dex
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
HammerOfTheChurch
Requires: Level 65, 114 Str
(300—350)% 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
SaithasSpear
Requires: Level 33, 20 Str, 47 Dex
Grants Skill: Spear Throw
Bleeding you inflict deals Damage (10—20)% faster
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
LioneyesGlare
Requires: Level 65, 114 Dex
(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
Repeatable Attacks with this Bow Repeat +2 times if no enemies are in your Presence
enable lioneyes glow task [1]
Doomfletch
Requires: Level 22, 41 Dex
Adds (5—7) to (10—12) Physical Damage
+10 to Dexterity
(30—50)% increased Mana Regeneration Rate
Attacks with this Weapon gain 100% of Physical damage as Extra damage of each Element
Slivertongue
Requires: Level 39, 70 Dex
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
BurstingDecay
Requires: Level 60
Grants 1 additional Skill Slots
(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
DoubleVision
Requires: Level 20, 22 Str, 22 Dex
Grants Skill: Level 6 Gemini Surge
Loads an additional bolt
Adds (14—21) to (25—37) Physical Damage
+5% to Critical Hit Chance
(15—25)% increased Reload Speed
When you reload, triggers Gemini Surge to alternately
gain (2—6) Cold Surges or (2—6) Fire Surges
trigger reload infusion on reload [1]
ScoldsBridle
Requires: Level 50, 71 Int
+(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
TheLethalDraw
Requires: Level 16
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—10)% of Flask's Life Recovery amount
SpireOfIre
Requires: Level 65, 36 Str, 89 Dex
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
Tangletongue
Requires: Level 26, 17 Str, 38 Dex
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
Tidebreaker
Requires: Level 45, 80 Str
(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
TheGrandDesign
Requires: Level 77, 89 Str, 89 Dex
Grants Skill: Level 17 Requiem
(250—300)% increased Physical Damage
(10—20)% increased Attack Speed
(40—60)% reduced Reload 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
enable grand design clip handling [1]
MarohiErqi
Requires: Level 60, 239 Str
Warcries Empower 1 additional Attacks
+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
LightningCoil
Requires: Level 50, 44 Str, 44 Dex
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
(30—50)% of Physical damage from Hits taken as Lightning damage
lightning coil replace damage hit effect index [110]
AmorMandragora
Requires: Level 1
Adds (16—20) to (23—27) Physical Damage
+(8—15) to Intelligence
(10—15)% increased Skill Effect Duration
Enemies in your Presence are Hindered
Gain 1 Druidic Prowess for every 20 total Rage spent
AtziriStaff
Requires: Level 70, 114 Int
Grants Skill: Mirror of Refraction
(10—20)% increased maximum Life
+(3—5) to Level of all Corrupted Spell Skill Gems
(10—20)% increased Cast Speed
+(20—30) to Intelligence
Spells which cost Life Gain (80—120)% of Damage as Extra Physical Damage
VesselOfWrath
Requires: Level 72, 94 Str, 67 Int
Grants Skill: Level 17 Molten Crash
(50—80)% increased Flammability Magnitude
local weapon implicit hidden % base damage is fire [30]
Adds (503—589) to (647—713) Fire Damage
(15—20)% reduced Attack Speed
+(30—40) to Strength
Bear Skills Convert 80% of Physical Damage to Fire Damage
Skills which require Glory generate (2—5) Glory every 2 seconds
Enemies in your Presence have Exposure
exposure art variation [1]
AtziriStaffBlood
Requires: Level 72, 46 Str, 115 Dex
Grants Skill: Spear Throw
Grants Skill: Level 17 Shattering Spite
(100—120)% increased Physical Damage
Adds (83—97) to (123—153) Fire Damage
Adds 1 to (193—207) Lightning Damage
(10—16)% increased Attack Speed
(60—80)% increased Presence Area of Effect
Spear Skills inflict a Bloodstone Lance on Hit, up to a maximum of 30 on each target
HandOfTheClan
Requires: Level 16, 21 Str, 16 Int
Grants Skill: Level 5 Cackling Companions
Minions deal (30—50)% increased Damage
(70—100)% increased Physical Damage
5% increased Movement Speed
+(8—15) to Strength
+(8—15) to Intelligence
(5—8)% increased Damage per Minion
TheSkinThief
Requires: Level 40, 47 Str, 34 Int
(90—120)% increased Physical Damage
(7—13)% increased Attack Speed
+(7—13) to all Attributes
(30—40)% reduced Presence Area of Effect
Copy a random Modifier from each enemy in your Presence when
you Shapeshift to an Animal form
Modifiers gained this way are lost after 30 seconds or when you next Shapeshift
BrutusLeadSprinkler
Requires: Level 45, 80 Str
Grants Skill: Level 11 Molten Shower
Hits with this Weapon have 5% chance to Trigger Molten Shower per 25 Strength
(80—120)% increased Physical Damage
(5—10)% increased Attack Speed
+(15—25) to Strength
5 to 10 Added Attack Fire Damage per 25 Strength
local display grants level X molten shower [1]
Ironbound
Requires: Level 11, 23 Dex
(25—35)% chance to Chain an additional time
+(100—150) to Armour
(5—10)% increased Attack Speed
+12% to Block chance
(3—5)% increased Block chance per 100 total Item Armour on Equipped Armour Items
Hits with this weapon have (1—2) to (4—5) Added Physical Damage per 1% Block Chance
Arrows Return if they have Pierced a target which had Fully Broken Armour
CoilOfUndoing
Requires: Level 65, 114 Int
Grants Skill: Coiling Bolts
(71—113)% increased Spell Damage
(7—13)% increased Cast Speed
Magnitudes of Curses you inflict are zero
Curses you inflict ignore Curse limit
Spell Hits Gain (23—31)% of Damage as Extra Chaos Damage per Curse on target
Spell Hits Gain (23—31)% of Damage as Extra Physical Damage per Curse on target
TheOrdained
Requires: Level 79, 68 Str, 109 Dex
Grants Skill: Spear Throw
Grants Skill: Level 18 Righteous Descent
25% increased Melee Strike Range with this weapon
(150—250)% increased Physical Damage
Adds 1 to (200—300) Lightning Damage
+(5—8)% to Critical Hit Chance
Life Leech recovers based on your Lightning damage as well as Physical damage
Create a Fragment of Divinity in your Presence every 4 seconds
SpiderVerisiumMaul
Requires: Level 70, 163 Str
Grants Skill: Level 16 Starborn Onslaught
(80—100)% increased Physical Damage
Adds (150—200) to (350—400) Cold Damage
+(300—400) to maximum Mana
+(4—6)% to Critical Hit Chance
(10—20)% of Damage is taken from Mana before Life
Attacks with this Weapon have Added Cold Damage equal to (6—8)% to (10—12)% of maximum Mana
Convert 100% of Fire Damage with Mace Skills to Cold Damage
mace fire skills are blue [1]
SerlesMasterwork
Requires: Level 47
Grants Skill: Level 12 Runic Tempering
Has 3 Sockets
Maximum Quality is 40%
Adds (23—30) to (35—55) Physical Damage
+(20—30) to Strength
Skills which Empower an Attack have (10—20)% chance to not count that Attack
(40—50) to (80—100) added Physical Thorns damage per Runic Plate
TheRedemption
Requires: Level 65, 114 Str, 63 Dex
Cannot load or fire Ammunition
(300—400)% increased Physical Damage
Hits with this Weapon have no Critical Damage Bonus
(20—40)% reduced Cooldown Recovery Rate
Gain 1 Explosive Rhythm every (2—3) times you use a Grenade Skill
Remove all Explosive Rhythm on reaching 10 to gain Explosive Fervour for 10 Seconds
Facebreaker
Requires: Level 1
Has 8 to 12 Physical damage, +3 to +4 per Boss's Face Broken
(30—50)% increased Stun Buildup
1% more Unarmed Damage per 5 Strength
+0.3 metres to Melee Strike Range while Unarmed
+1 to Armour per Strength
Can Attack as though using a One Handed Mace while both of your hand slots are empty
Unarmed Attacks that would use an Equipped One Hand Mace's damage use this Item's damage
local display facebreaker damage imitation weapon [1]
Stjorvar
Requires: Level 65, 127 Dex, 50 Int
+(30—50) to maximum Runic Ward
(200—300)% increased Physical Damage
+(20—30)% to Critical Damage Bonus
(12—22)% increased Attack Speed
Gain Finality for 0.5 seconds per Combo expended when using Skills
Gain (500—1000) Guard for 0.5 seconds per Combo expended when using Skills
CrimsonChrysalis
Requires: Level 5, 9 Str, 8 Int
Grants Skill: Level 2 Sanguine Revelry
(60—90)% increased Physical Damage
(6—10)% increased Attack Speed
+(7—14) to Strength
(20—30)% chance to cause Bleeding on Hit
Every 5 Rage also grants 5% of Damage taken Recouped as Life
TawhoasDominion
Requires: Level 52, 60 Str, 43 Int
(250—300)% increased Physical Damage
(30—50)% increased Armour
(10—15)% reduced Attack Speed
+(20—30) to Strength
Every second Slam Skill you use while Shapeshifted is Ancestrally Boosted
Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted
TheSunkenVessel
Requires: Level 45, 41 Str, 41 Dex
(120—180)% increased Armour and Evasion
+(80—120) to maximum Life
30% reduced Life Recovery rate
33% chance to avoid Projectiles
Physical Damage of Enemies Hitting you is Unlucky
CrownOfTheWendigo
Requires: Level 65, 59 Str, 59 Int
(150—200)% increased Armour and Energy Shield
+(20—30) to Strength and Intelligence
Enemies in your Presence are Blinded
The Bodach haunts your Presence
the wendigo manifestation delay randomisation ms [500]
the wendigo manifests +% faster per enemy power in your presence [5]
Passive /2
30% increased Armour
5% of Physical Damage prevented Recouped as Life
20% increased Physical Damage with Bows
Ascendancy Passive /1
Ascendancy: Infernalist
Character: Witch
20% of Cold Damage taken as Fire Damage
Timeless Jewel Passive /2
Militant Faith: Maxarius
+100% of Armour applies to Elemental Damage
Armour does not apply to Physical Damage
-15% to all maximum Elemental Resistances
80% increased Melee Physical Damage
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