Physical Damage
Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Skill Gem /123
Cause a Corpse to violently explode, damaging surrounding enemies.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
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.
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
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 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.
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.
[DNT] Convene the surrounding earth into an immense boulder to crash down, dealing high damage at the targeted location after a short delay.
Fire an arc of knives in front of the caster which deals physical damage.
[DNT-UNUSED] Make alot of fire
[DNT-UNUSED] Loud noise
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.
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.
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.
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.
Simultaneously fires a Physical Projectile and a Chaos Projectile at the target. These projectiles Chain through any number of Cursed targets.
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.
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.
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.
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.
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.
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 flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
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.
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies. These fragments can Merge.
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.
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
Consume charges from your Mana Flask to throw a 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.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
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.
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.
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.
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
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.
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.
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.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts 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.
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.
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.
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 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.
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.
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.
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.
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.
Shapeshift into a Bear and repeatedly pound the ground, creating Molten Fissures that travel randomly in a wide arc in front of you.
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.
Shapeshift into a Werewolf and swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.
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.
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.
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.
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.
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.
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.
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.
[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.
Fires molten Projectiles from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.
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.
[DNT] Gem effect description.[DNT] Gain stack of cleansed and corrupted forms when attacking with a bow.
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.
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.
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.
Blows strong enough to Heavy Stun an enemy reverberate in an area around the enemy and heavily Break Armour.
Support Gem /45
Supports Skills which Hit enemies, causing their Mana Leech to recover based on Elemental damage instead of Physical damage.
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 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 Attacks and Warcries, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Supports Warcries, Triggering Corrupted Cry to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, Triggering Corrupted Cry to inflict Corrupted Blood on enemies in their area of effect.
Supports Warcries, Triggering Twisted Pact to inflict Corrupted Blood on enemies in their area of effect., at the cost of your Life.
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 have a chance to gain an Endurance Charge.
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 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 Break Armour against Parried Enemies.
Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
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 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.
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.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
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.
Supports Spells which Hit enemies. Supported Skills Daze on Critically Hitting enemies with Physical damage.
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
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Shattering | 1 | Suffix | Break Armour equal to 1000% of Physical Damage dealt Damage Physical | default 1 |
| 1 | Unique | Monsters Break Armour equal to (50—100)% of Physical Damage dealt |
Map mods /44
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| Shattering | 1 | Prefix | Monsters 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 |
| Shattering | 1 | Prefix | Monsters 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 |
| Shattering | 1 | Prefix | Monsters 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 |
| Shattering | 1 | Prefix | Monsters 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 |
| Burning | 1 | Unique | % 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 |
| Freezing | 1 | Unique | % 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 |
| Shocking | 1 | Unique | % 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 |
| Punishing | 1 | Unique | Monsters reflect 10% of Physical Damage map item drop quantity +% [12] Damage Physical | secret_area 1 default 0 |
| Burning | 1 | Unique | Monsters 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 |
| Burning | 1 | Unique | Monsters 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 |
| Burning | 68 | Unique | Monsters 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 |
| Burning | 1 | Unique | Monsters 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 |
| Burning | 73 | Unique | Monsters 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 |
| Burning | 1 | Unique | Monsters 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 |
| Burning | 1 | Unique | Monsters 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 |
| Burning | 78 | Unique | Monsters 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 |
| Freezing | 1 | Unique | Monsters 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 |
| Freezing | 1 | Unique | Monsters 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 |
| Freezing | 68 | Unique | Monsters 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 |
| Freezing | 1 | Unique | Monsters 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 |
| Freezing | 73 | Unique | Monsters 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 |
| Freezing | 1 | Unique | Monsters 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 |
| Freezing | 1 | Unique | Monsters 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 |
| Freezing | 78 | Unique | Monsters 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 |
| Shocking | 1 | Unique | Monsters 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 |
| Shocking | 1 | Unique | Monsters 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 |
| Shocking | 68 | Unique | Monsters 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 |
| Shocking | 1 | Unique | Monsters 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 |
| Shocking | 73 | Unique | Monsters 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 |
| Shocking | 1 | Unique | Monsters 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 |
| Shocking | 1 | Unique | Monsters 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 |
| Shocking | 78 | Unique | Monsters 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 |
| Profane | 1 | Unique | Monsters 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 |
| Profane | 73 | Unique | Monsters 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 |
| Profane | 1 | Unique | Monsters 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 |
| Profane | 1 | Unique | Monsters 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 |
| Profane | 78 | Unique | Monsters 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 |
| Punishing | 1 | Unique | Monsters 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 |
| Punishing | 68 | Unique | Monsters 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 |
| Punishing | 1 | Unique | Monsters 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 |
| Punishing | 73 | Unique | Monsters 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 |
| Punishing | 1 | Unique | Monsters 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 |
| Punishing | 1 | Unique | Monsters 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 |
| Punishing | 78 | Unique | Monsters 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
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 1 | DelveArea | Monsters 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 | |
| 20 | DelveArea | Monsters 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 | |
| 52 | DelveArea | Monsters 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 | |
| 92 | DelveArea | Monsters 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 | |
| 173 | DelveArea | Monsters 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 | |
| 1 | DelveArea | Monsters 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 | |
| 20 | DelveArea | Monsters 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 | |
| 52 | DelveArea | Monsters 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 | |
| 92 | DelveArea | Monsters 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 | |
| 173 | DelveArea | Monsters 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 | |
| 1 | DelveArea | Monsters 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 | |
| 20 | DelveArea | Monsters 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 | |
| 52 | DelveArea | Monsters 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 | |
| 92 | DelveArea | Monsters 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 | |
| 173 | DelveArea | Monsters 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 | |
| 92 | DelveArea | Monsters 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 | |
| 173 | DelveArea | Monsters 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
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| Burning | 1 | Prefix | Monsters 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 |
| Burning | 46 | Prefix | Monsters 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 |
| Burning | 68 | Prefix | Monsters 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 |
| Burning | 73 | Prefix | Monsters 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 |
| Burning | 78 | Prefix | Monsters 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 |
| Freezing | 1 | Prefix | Monsters 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 |
| Freezing | 46 | Prefix | Monsters 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 |
| Freezing | 68 | Prefix | Monsters 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 |
| Freezing | 73 | Prefix | Monsters 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 |
| Freezing | 78 | Prefix | Monsters 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 |
| Shocking | 1 | Prefix | Monsters 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 |
| Shocking | 46 | Prefix | Monsters 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 |
| Shocking | 68 | Prefix | Monsters 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 |
| Shocking | 73 | Prefix | Monsters 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 |
| Shocking | 78 | Prefix | Monsters 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 |
| Profane | 73 | Prefix | Monsters 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 |
| Profane | 78 | Prefix | Monsters 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 |
| Punishing | 68 | Prefix | Monsters 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 |
| Punishing | 73 | Prefix | Monsters 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 |
| Punishing | 78 | Prefix | Monsters 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
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| Glinting | 1 | Prefix | (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 |
| Burnished | 45 | Prefix | (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 |
| Polished | 75 | Prefix | (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 |
| Honed | 83 | Prefix | (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
| Name | Level | Domain | Pre/Suf | Description | Weight |
|---|---|---|---|---|---|
| 1 | Flask | Unique | (7—10)% more Melee Physical Damage during effect Damage Physical Attack | ||
| Brawling | 1 | Jewel | Unique | (14—16)% increased Melee Physical Damage with Unarmed Attacks Damage Physical Attack | not_int 0 default 0 |
| 1 | Jewel | Unique | 1% 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 | ||
| 1 | Abyss | Unique | (5—10)% of Physical Damage prevented Recouped as Life Life Physical | heart_unique_jewel_prefix 1 default 0 | |
| of Amanamu | 65 | Abyss | Suffix | Break Armour equal to (2—4)% of Physical Damage dealt amanamu Damage Physical | two_hand_weapon 0 mace 1 default 0 ulaman_mod 1 |
| of Amanamu | 65 | Abyss | Suffix | Break Armour equal to (4—7)% of Physical Damage dealt amanamu Damage Physical | one_hand_weapon 0 mace 1 default 0 ulaman_mod 1 |
| 1 | ExpeditionRelic | Prefix | Monsters' Hits Break Armour equal to 200% of Physical Damage dealt | expedition_atoll_remnant_logbook 1 expedition_tundra_remnant_logbook 1 default 0 |
Item /37
Ruination Maul
Physical Damage: 104-127
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 79, 163 Str
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
Disintegrating Maul
Physical Damage: 92-112
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 62, 109 Str
Crumbling Maul
Physical Damage: 62-75
Critical Hit Chance: 8%
Attacks per Second: 1.1
Weapon Range: 1.5
Requires: Level 38, 68 Str
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
Body Rune
Stack Size: 1 / 10
Requires: Level 15
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
Mind Rune
Stack Size: 1 / 10
Requires: Level 15
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
Lesser Iron Rune
Stack Size: 1 / 10
Wand or Staff: 20% increased Spell Damage
Armour: +20 to maximum Life, +20 to maximum Mana
Lesser Body Rune
Stack Size: 1 / 10
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
Lesser Mind Rune
Stack Size: 1 / 10
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
Greater Iron Rune
Stack Size: 1 / 10
Requires: Level 30
Wand or Staff: 30% increased Spell Damage
Armour: +20 to maximum Life, +20 to maximum Mana
Greater Body Rune
Stack Size: 1 / 10
Requires: Level 30
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
Greater Mind Rune
Stack Size: 1 / 10
Requires: Level 30
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
Perfect Iron Rune
Stack Size: 1 / 10
Requires: Level 50
Wand or Staff: 35% increased Spell Damage
Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Body Rune
Stack Size: 1 / 10
Requires: Level 50
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
Perfect Mind Rune
Stack Size: 1 / 10
Requires: Level 50
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
Tempered Rune
Stack Size: 1 / 10
Requires: Level 15
Greater Tempered Rune
Stack Size: 1 / 10
Requires: Level 30
Greater Rune of Leadership
Stack Size: 1 / 10
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
Guatelitzi's Thesis
Limited to: 1 Ancient Augment
Requires: Level 60
Boots: Lose 5% of maximum Life per second while Sprinting, 25% increased Movement Speed while Sprinting
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
[DNT-UNUSED] Guillotine Executioner Drop
[DNT-UNUSED] Fill Me In
[DNT-UNUSED] Grants 10% increased Physical Damage
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
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
Legacy of The Blood Thorn
Limited to: 1 Aldur's Legacy
Requires: Level 65
Legacy of Ironbound
Limited to: 1 Aldur's Legacy
Requires: Level 65
Unique /67
Requires: Level 4, 11 Str
local weapon implicit hidden % base damage is fire [50]
+(10—20) to Strength
+(20—30)% to Fire Resistance
Requires: Level 33, 42 Str
(150—200)% increased Armour
+(100—150) to maximum Life
Requires: Level 65, 214 Str, Int 200
+200 Intelligence Requirement
+100 Strength Requirement
(250—350)% increased Physical Damage
(10—20)% increased Attack Speed
+(2—4) to Level of all Lightning Skills
Requires: Level 1
+15% to Critical Hit Chance
10% reduced Attack Speed
+10 to Strength
Maim on Critical Hit
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
Requires: Level 55, 97 Str
+(20—30)% to Critical Damage Bonus
Requires: Level 11, 18 Dex, 9 Int
No Physical Damage
+(30—50) to Accuracy Rating
+20% to Fire Resistance
30% increased Light Radius
Requires: Level 8
+(20—30)% to Fire Resistance
+(40—60) to maximum Life
+(20—30)% to Fire Resistance
(-15—-10)% to Cold Resistance
Requires: Level 16, 25 Dex
(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
your maximum Life as Physical damage per second
Requires: Level 11, 23 Str
Crushes Enemies on Hit
(10—15)% increased Attack Speed
Causes (30—50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
Requires: Level 22, 41 Str
Strikes deal Splash Damage
All Attacks count as Empowered Attacks
Cannot use Warcries
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
Requires: Level 38, 68 Str
(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%
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
Requires: Level 45, 41 Str, 41 Dex
Enemies in your Presence are Intimidated
Requires: Level 65
(10—15)% reduced Attack Speed
Requires: Level 16, 12 Str, 25 Dex
No Physical Damage
(15—30)% increased Attack Speed
(50—100)% increased chance to Shock
Requires: Level 1
Deal no Elemental Damage
Any number of Poisons from this Weapon can affect a target at the same time
Requires: Level 21, 14 Str, 31 Dex
(25—35)% increased Projectile Speed with this Weapon
+100 to Evasion Rating
(10—20)% increased Attack Speed
Requires: Level 5, 10 Dex
(150—200)% increased Physical Damage
(10—15)% reduced Attack Speed
+(15—30) to Strength
Strikes deal Splash Damage
Knocks Back Enemies on Hit
Cannot use Projectile Attacks
Requires: Level 10, 9 Str, 17 Dex
+(100—150) to Accuracy Rating
10% increased Attack Speed
(20—30)% increased Projectile Speed with this Weapon
Requires: Level 33, 20 Str, 47 Dex
Bleeding you inflict deals Damage (10—20)% faster
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
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
enable lioneyes glow task [1]
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
Requires: Level 20, 22 Str, 22 Dex
Loads an additional bolt
+5% to Critical Hit Chance
(15—25)% increased Reload Speed
trigger reload infusion on reload [1]
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
Requires: Level 65, 36 Str, 89 Dex
(15—20)% increased Attack Speed
Requires: Level 26, 17 Str, 38 Dex
+(5—8)% to Critical Hit Chance
+(15—25) to Intelligence
10% of Skill Mana Costs Converted to Life Costs
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
Requires: Level 77, 89 Str, 89 Dex
(250—300)% increased Physical Damage
(10—20)% increased Attack Speed
(40—60)% reduced Reload Speed
(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]
Requires: Level 50, 44 Str, 44 Dex
+(80—100) to maximum Life
+(20—30) to Dexterity
(-40—-30)% to Lightning Resistance
lightning coil replace damage hit effect index [110]
Requires: Level 1
+(8—15) to Intelligence
(10—15)% increased Skill Effect Duration
Gain 1 Druidic Prowess for every 20 total Rage spent
Requires: Level 70, 114 Int
(10—20)% increased maximum Life
(10—20)% increased Cast Speed
+(20—30) to Intelligence
Requires: Level 72, 94 Str, 67 Int
(15—20)% reduced Attack Speed
+(30—40) to Strength
exposure art variation [1]
Requires: Level 72, 46 Str, 115 Dex
(100—120)% increased Physical 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
Requires: Level 16, 21 Str, 16 Int
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
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
you Shapeshift to an Animal form
Modifiers gained this way are lost after 30 seconds or when you next Shapeshift
Requires: Level 45, 80 Str
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
local display grants level X molten shower [1]
Requires: Level 65, 114 Int
(71—113)% increased Spell Damage
(7—13)% increased Cast Speed
Magnitudes of Curses you inflict are zero
Requires: Level 79, 68 Str, 109 Dex
(150—250)% increased Physical Damage
+(5—8)% to Critical Hit Chance
Create a Fragment of Divinity in your Presence every 4 seconds
Requires: Level 70, 163 Str
(80—100)% increased Physical Damage
+(300—400) to maximum Mana
+(4—6)% to Critical Hit Chance
(10—20)% of Damage is taken from Mana before Life
mace fire skills are blue [1]
Requires: Level 47
Has 3 Sockets
Maximum Quality is 40%
+(20—30) to Strength
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
Remove all Explosive Rhythm on reaching 10 to gain Explosive Fervour for 10 Seconds
Requires: Level 1
(30—50)% increased Stun Buildup
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
Unarmed Attacks that would use an Equipped One Hand Mace's damage use this Item's damage
local display facebreaker damage imitation weapon [1]
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
Requires: Level 5, 9 Str, 8 Int
(60—90)% increased Physical Damage
(6—10)% increased Attack Speed
+(7—14) to Strength
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
Every second Strike Skill you use while Shapeshifted is Ancestrally Boosted
Requires: Level 45, 41 Str, 41 Dex
+(80—120) to maximum Life
30% reduced Life Recovery rate
33% chance to avoid Projectiles
Requires: Level 65, 59 Str, 59 Int
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
20% increased Physical Damage with Bows
Requires The Unseen Path
Ascendancy Passive /1
Ascendancy: Infernalist
Character: Witch
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
Armour does not apply to Physical Damage
-15% to all maximum Elemental Resistances
80% increased Melee Physical Damage
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.


















































































































