Stun Ref /58
Stun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 10% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance and Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 10% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance and Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
(10–15)% increased Attack Speed
Causes (30–50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup
Supports any skill that you can use, making you harder to Stun while using it.
Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Supports Melee Attack Skills. Supported Skills deal more Damage against Heavily Stunned Enemies, but cannot themselves Stun.
Supports any skill that you can use, triggering a blast of wind that Knocks Back enemies if you are Stunned while using it.
Supports any skill that you can use, causing Energy Shield recharge to begin immediately if you are Stunned while using it.
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are
pushed out of the way.
Perform a damaging warcry, Knocking Back nearby enemies. If a Heavy Stunned enemy is hit, your next Slam is Empowered to perform an additional Aftershock. If not, this skill's cooldown is reset. Only counts Heavily Stunned enemies for purposes of counting Power Gained.
Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
While active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.
Batter enemies at range by generating a gust of wind as you swing. Enemies will be Knocked Back based on how close they are to you.
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, consumes their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking to perform a Shield Bash that damages and Stuns enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
30% increased Stun Recovery
30% increased Stun Buildup
30% increased Stun Buildup
30% increased Stun Buildup
8% reduced Attack Speed
40% increased Projectile Damage
15% increased Area of Effect for Attacks
15% increased Projectile Damage
30% increased Stun Buildup against enemies within 2 metres
Stun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun:
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 10% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance and Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Light Stuns last a fraction of a second but can be inflicted frequently. Any Hit has a chance to cause a Light Stun. The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 10% are treated as 0%.
Heavy Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
Physical damage, and player (but not monster) Melee Damage, each have 50% more Light Stun chance and Heavy Stun buildup. For players, these bonuses are multiplicative with each other.
Skill Gem /49
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are
pushed out of the way.
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it.
Fire a slow-moving orb Projectile that moves through enemies. The orb itself does not Hit enemies, but repeatedly shoots bolts of Lightning at nearby targets.
Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Dash to an enemy and Strike them with an Unarmed Attack. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff and Unarmed Attacks to also fire Projectiles for a short duration. Enemies which are Primed for Stun will instantly be Heavily Stunned. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
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.
Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion that deals Attack damage but does not use your weapon's damage. This skill can be used while using other skills.
Leap into the air and fire a volley of arrows which cause toxic pustules to sprout from the ground on impact. The pustules explode after a delay and can be Poisoned, causing them to explode faster and more violently.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking to perform a Shield Bash that damages and Stuns enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Detonate an allied Minion whose current Life is below a threshold, dealing heavy damage to nearby enemies.
Load your Crossbow with Piercing bolts that can consume Fully Broken Armour on enemies to deal extra damage.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode.
Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this skill again reloads the clip.
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target.
Load your Crossbow with a large clip of heavily modified bolts that cause Heat to build up on your crossbow, before unleashing a stream of flaming bolts that gain Fire Damage based on your Heat. Heat also grants bonus damage to Grenades you fire, but dissipates rapidly when not building up. Using this skill again reloads the clip.
Load your Crossbow with icy bolts that create two walls of Ice Crystals at the end of their flight.
Load your Crossbow with icy bolts that fragment in flight, damaging enemies on hit and in a small cone behind their final target. The icy coating on the bolts makes them extremely potent at Freezing enemies.
Load your Crossbow with a clip of icy bolts that rapidly fire at the ground, leaving a shard of ice at the impact location unless the bolt hits an enemy. The ice shards shatter when enemies step on them, dealing damage to nearby enemies. Using this skill again reloads the clip.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Load your Crossbow with a clip of charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. Using this skill again reloads the clip.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this skill again reloads the clip.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this skill again reloads the clip.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. If they suffer enough Blood Loss while Marked, the Mark is consumed and they will release an explosion of blood when killed or Heavy Stunned. The Mark duration doesn't tick while the Marked target is suffering Blood Loss.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Skill Gem Quality /4
Minions cause (0–20)% more Stun buildup
(0–40)% more Stun buildup
Enemies in your Presence have (0–5)% reduced
Elemental Ailment ThresholdEnemies in your Presence have (0–5)% reduced Stun Threshold
Elemental Ailment ThresholdEnemies in your Presence have (0–5)% reduced Stun Threshold
Marked target receives Heavy Stun buildup equal to
(0–50)% of Blood Loss
(0–50)% of Blood Loss
Support Gem /14
Supports any skill that you can use, making you harder to Stun while using it.
Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
Supports Crossbow Skills, granting them more damage for each bolt reloaded by that Skill in the last 6 seconds.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
Supports Melee Attack Skills. Supported Skills deal more Damage against Heavily Stunned Enemies, but cannot themselves Stun.
[DNT-UNUSED] Stun CDR
Item mods /61
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Beetle's | 10 | Prefix | (6–13)% increased Armour +(8–13) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_armour 1 default 0 |
Crab's | 19 | Prefix | (14–20)% increased Armour +(14–24) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_armour 1 default 0 |
Armadillo's | 30 | Prefix | (21–26)% increased Armour +(25–40) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_armour 1 default 0 |
Rhino's | 44 | Prefix | (27–32)% increased Armour +(41–63) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_armour 1 default 0 |
Elephant's | 60 | Prefix | (33–38)% increased Armour +(64–94) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_armour 1 default 0 |
Mammoth's | 78 | Prefix | (39–42)% increased Armour +(95–136) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_armour 1 default 0 |
Mosquito's | 10 | Prefix | (6–13)% increased Evasion Rating +(8–13) to Stun Threshold | body_armour 0 helmet 0 gloves 0 dex_armour 1 default 0 |
Moth's | 19 | Prefix | (14–20)% increased Evasion Rating +(14–24) to Stun Threshold | body_armour 0 helmet 0 gloves 0 dex_armour 1 default 0 |
Butterfly's | 30 | Prefix | (21–26)% increased Evasion Rating +(25–40) to Stun Threshold | body_armour 0 helmet 0 gloves 0 dex_armour 1 default 0 |
Wasp's | 44 | Prefix | (27–32)% increased Evasion Rating +(41–63) to Stun Threshold | body_armour 0 helmet 0 gloves 0 dex_armour 1 default 0 |
Dragonfly's | 60 | Prefix | (33–38)% increased Evasion Rating +(64–94) to Stun Threshold | body_armour 0 helmet 0 gloves 0 dex_armour 1 default 0 |
Hummingbird's | 78 | Prefix | (39–42)% increased Evasion Rating +(95–136) to Stun Threshold | body_armour 0 helmet 0 gloves 0 dex_armour 1 default 0 |
Pixie's | 10 | Prefix | (6–13)% increased Energy Shield +(8–13) to Stun Threshold | body_armour 0 helmet 0 gloves 0 focus 0 int_armour 1 default 0 |
Gremlin's | 19 | Prefix | (14–20)% increased Energy Shield +(14–24) to Stun Threshold | body_armour 0 helmet 0 gloves 0 focus 0 int_armour 1 default 0 |
Boggart's | 30 | Prefix | (21–26)% increased Energy Shield +(25–40) to Stun Threshold | body_armour 0 helmet 0 gloves 0 focus 0 int_armour 1 default 0 |
Naga's | 44 | Prefix | (27–32)% increased Energy Shield +(41–63) to Stun Threshold | body_armour 0 helmet 0 gloves 0 focus 0 int_armour 1 default 0 |
Djinn's | 60 | Prefix | (33–38)% increased Energy Shield +(64–94) to Stun Threshold | body_armour 0 helmet 0 gloves 0 focus 0 int_armour 1 default 0 |
Seraphim's | 78 | Prefix | (39–42)% increased Energy Shield +(95–136) to Stun Threshold | body_armour 0 helmet 0 gloves 0 focus 0 int_armour 1 default 0 |
Captain's | 10 | Prefix | (6–13)% increased Armour and Evasion +(8–13) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_dex_armour 1 default 0 |
Commander's | 19 | Prefix | (14–20)% increased Armour and Evasion +(14–24) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_dex_armour 1 default 0 |
Magnate's | 30 | Prefix | (21–26)% increased Armour and Evasion +(25–40) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_dex_armour 1 default 0 |
Marshal's | 44 | Prefix | (27–32)% increased Armour and Evasion +(41–63) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_dex_armour 1 default 0 |
General's | 60 | Prefix | (33–38)% increased Armour and Evasion +(64–94) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_dex_armour 1 default 0 |
Warlord's | 78 | Prefix | (39–42)% increased Armour and Evasion +(95–136) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_dex_armour 1 default 0 |
Defender's | 10 | Prefix | (6–13)% increased Armour and Energy Shield +(8–13) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_int_armour 1 default 0 |
Protector's | 19 | Prefix | (14–20)% increased Armour and Energy Shield +(14–24) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_int_armour 1 default 0 |
Keeper's | 30 | Prefix | (21–26)% increased Armour and Energy Shield +(25–40) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_int_armour 1 default 0 |
Guardian's | 44 | Prefix | (27–32)% increased Armour and Energy Shield +(41–63) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_int_armour 1 default 0 |
Warden's | 60 | Prefix | (33–38)% increased Armour and Energy Shield +(64–94) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_int_armour 1 default 0 |
Sentinel's | 78 | Prefix | (39–42)% increased Armour and Energy Shield +(95–136) to Stun Threshold | body_armour 0 helmet 0 gloves 0 str_int_armour 1 default 0 |
Intuitive | 10 | Prefix | (6–13)% increased Evasion and Energy Shield +(8–13) to Stun Threshold | body_armour 0 helmet 0 gloves 0 dex_int_armour 1 default 0 |
Psychic | 19 | Prefix | (14–20)% increased Evasion and Energy Shield +(14–24) to Stun Threshold | body_armour 0 helmet 0 gloves 0 dex_int_armour 1 default 0 |
Telepath's | 30 | Prefix | (21–26)% increased Evasion and Energy Shield +(25–40) to Stun Threshold | body_armour 0 helmet 0 gloves 0 dex_int_armour 1 default 0 |
Illusionist's | 44 | Prefix | (27–32)% increased Evasion and Energy Shield +(41–63) to Stun Threshold | body_armour 0 helmet 0 gloves 0 dex_int_armour 1 default 0 |
Mentalist's | 60 | Prefix | (33–38)% increased Evasion and Energy Shield +(64–94) to Stun Threshold | body_armour 0 helmet 0 gloves 0 dex_int_armour 1 default 0 |
Trickster's | 78 | Prefix | (39–42)% increased Evasion and Energy Shield +(95–136) to Stun Threshold | body_armour 0 helmet 0 gloves 0 dex_int_armour 1 default 0 |
of Thick Skin | 1 | Suffix | +(6–11) to Stun Threshold | body_armour 1 boots 1 shield 1 belt 1 default 0 |
of Reinforced Skin | 8 | Suffix | +(12–29) to Stun Threshold | body_armour 1 boots 1 shield 1 belt 1 default 0 |
of Stone Skin | 15 | Suffix | +(30–49) to Stun Threshold | body_armour 1 boots 1 shield 1 belt 1 default 0 |
of Iron Skin | 22 | Suffix | +(50–72) to Stun Threshold | body_armour 1 boots 1 shield 1 belt 1 default 0 |
of Steel Skin | 29 | Suffix | +(73–97) to Stun Threshold | body_armour 1 boots 1 shield 1 belt 1 default 0 |
of Granite Skin | 36 | Suffix | +(98–124) to Stun Threshold | body_armour 1 boots 1 shield 1 belt 1 default 0 |
of Platinum Skin | 45 | Suffix | +(125–163) to Stun Threshold | body_armour 1 boots 1 shield 1 belt 1 default 0 |
of Adamantite Skin | 54 | Suffix | +(164–206) to Stun Threshold | body_armour 1 boots 1 shield 1 belt 1 default 0 |
of Corundum Skin | 63 | Suffix | +(207–253) to Stun Threshold | body_armour 1 boots 1 shield 1 belt 1 default 0 |
of Obsidian Skin | 72 | Suffix | +(254–304) to Stun Threshold | body_armour 1 boots 1 shield 1 belt 1 default 0 |
of Titanium Skin | 80 | Suffix | +(305–352) to Stun Threshold | boots 1 default 0 |
of Impact | 5 | Suffix | (11–13)% increased Stun Duration | ranged 0 weapon 1 default 0 |
of Dazing | 18 | Suffix | (14–16)% increased Stun Duration | ranged 0 weapon 1 default 0 |
of Stunning | 30 | Suffix | (17–19)% increased Stun Duration | ranged 0 weapon 1 default 0 |
of Slamming | 44 | Suffix | (20–22)% increased Stun Duration | ranged 0 weapon 1 default 0 |
of Staggering | 58 | Suffix | (23–26)% increased Stun Duration | ranged 0 weapon 1 default 0 |
of the Concussion | 71 | Suffix | (27–30)% increased Stun Duration | ranged 0 weapon 1 default 0 |
of the Pugilist | 5 | Suffix | Causes (21–30)% increased Stun Buildup | ranged 0 weapon 1 default 0 |
of the Brawler | 20 | Suffix | Causes (31–40)% increased Stun Buildup | ranged 0 weapon 1 default 0 |
of the Boxer | 30 | Suffix | Causes (41–50)% increased Stun Buildup | ranged 0 weapon 1 default 0 |
of the Combatant | 44 | Suffix | Causes (51–60)% increased Stun Buildup | ranged 0 weapon 1 default 0 |
of the Gladiator | 58 | Suffix | Causes (61–70)% increased Stun Buildup | ranged 0 weapon 1 default 0 |
of the Champion | 74 | Suffix | Causes (71–80)% increased Stun Buildup | ranged 0 weapon 1 default 0 |
1 | Corrupted | (20–30)% increased Stun Threshold | boots 1 | |
1 | Corrupted | Causes (20–30)% increased Stun Buildup | mace 1 warstaff 1 |
Monsters mods /29
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Brawler | 1 | Suffix | 100% increased Stun Buildup | |
of Stone Skin | 1 | Suffix | Cannot be Stunned | |
of Stone Skin | 1 | Suffix | 250% increased Stun Threshold | |
Steadfast | 1 | Unique | Cannot be Stunned | |
1 | Unique | Cannot be Stunned | ||
1 | Unique | 100% increased Stun Duration on you | ||
1 | Unique | (20–50)% increased Stun Duration on you | ||
1 | Unique | (30–50)% increased Stun Duration on you | ||
1 | Unique | Cannot be Knocked Back Cannot be Stunned not affected by action speed modifiers [1] | ||
1 | Unique | Cannot be Stunned base cannot be damaged [1] is hidden monster [1] stance movement speed +% final [-16] | ||
1 | Unique | Cannot be Stunned no movement speed [1] | ||
1 | Unique | 50% Chance to Block Attack Damage +5% to maximum Block chance Cannot be Stunned by Hits you Block | ||
1 | Unique | Cannot be Stunned base cannot be damaged [1] is hidden monster [1] | ||
1 | Unique | 30% increased Stun Threshold | ||
1 | Unique | Stun Threshold is based on Energy Shield instead of Life | ||
1 | Unique | Cannot be Stunned 50% reduced Damage taken stance movement speed +% final [-41] speed | ||
Fertile Presence | 20 | Bestiary | 50% increased maximum Life 30% increased Damage Cannot be Stunned Action Speed cannot be modified to below base value monster dropped item rarity +% [0] life speed | |
1 | Unique | base chance to stun % [25] | ||
1 | Unique | Cannot be Knocked Back Cannot be Stunned Action Speed cannot be modified to below base value | ||
1 | Unique | cannot be stunned for ms after stun finished [0] cannot be stunned while stunned [1] | ||
1 | Unique | cannot be stunned for ms after stun finished [2000] cannot be stunned while stunned [1] | ||
1 | Unique | cannot be stunned for ms after stun finished [4000] cannot be stunned while stunned [1] | ||
1 | Unique | 300% increased Stun Threshold | ||
1 | Unique | Cannot be Frozen Cannot be Stunned base cannot be electrocuted [1] | ||
1 | Unique | Monsters have (80–100)% increased Ailment Threshold Monsters have (80–100)% increased Stun Threshold | ||
1 | Unique | Monsters have (30–50)% increased Stun Buildup | ||
Bear-Touched | 1 | Torment | 20% increased maximum Life 60% increased Stun Buildup 100% increased Stun Threshold | |
Hunted by the Great Bear | 1 | Torment | 20% increased maximum Life 60% increased Stun Buildup 100% increased Stun Threshold dropped items are converted to str items [1] | |
Spirit Of The Bear | 1 | Torment | 20% increased maximum Life 60% increased Stun Buildup 60% increased Stun Threshold |
Delve Area mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Monsters cannot be Stunned (5–10)% increased Quantity of Items found in this Area (3–6)% increased Rarity of Items found in this Area (3–6)% increased Pack size life |
Heist Area mods /5
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Unwavering | 1 | Prefix | 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area (5–9)% more Monster Life Monsters cannot be Stunned heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] life | |
Unwavering | 46 | Prefix | 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area (10–14)% more Monster Life Monsters cannot be Stunned heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] life | |
Unwavering | 68 | Prefix | 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area (15–19)% more Monster Life Monsters cannot be Stunned heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] life | |
Unwavering | 73 | Prefix | 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area (20–24)% more Monster Life Monsters cannot be Stunned heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] life | |
Unwavering | 78 | Prefix | 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area (25–30)% more Monster Life Monsters cannot be Stunned heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] life |
Misc mods /21
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Used when you become Stunned | ||
1 | Flask | Unique | Cannot be Stunned during Effect | ||
1 | Flask | Unique | Immunity to Freeze, Chill, Curses and Stuns during Effect | ||
of Thumping | 1 | Jewel | Suffix | (15–25)% increased Stun Buildup with Maces attack | strjewel 1 default 0 |
of Stunning | 1 | Jewel | Suffix | (10–20)% increased Stun Buildup | strjewel 1 default 0 |
of Withstanding | 1 | Jewel | Suffix | (6–16)% increased Stun Threshold | strjewel 1 default 0 |
of Barriers | 1 | Jewel | Suffix | Gain additional Stun Threshold equal to (5–15)% of maximum Energy Shield | intjewel 1 default 0 |
of Stoutness | 1 | Jewel | Suffix | (15–25)% increased Stun Threshold if you haven't been Stunned Recently | dexjewel 1 default 0 |
of Biding | 1 | Jewel | Suffix | (15–25)% increased Stun Threshold while Parrying | dexjewel 1 default 0 |
of Thumping | 1 | Jewel | Suffix | (6–12)% increased Stun Buildup with Maces attack | str_radius_jewel 1 default 0 |
of Stunning | 1 | Jewel | Suffix | (5–10)% increased Stun Buildup | str_radius_jewel 1 default 0 |
of Withstanding | 1 | Jewel | Suffix | (1–2)% increased Stun Threshold | str_radius_jewel 1 default 0 |
of Barriers | 1 | Jewel | Suffix | Gain additional Stun Threshold equal to (1–2)% of maximum Energy Shield | int_radius_jewel 1 default 0 |
of Stoutness | 1 | Jewel | Suffix | (2–3)% increased Stun Threshold if you haven't been Stunned Recently | dex_radius_jewel 1 default 0 |
of Biding | 1 | Jewel | Suffix | (8–12)% increased Stun Threshold while Parrying | dex_radius_jewel 1 default 0 |
of Stunning | 1 | Jewel | Unique | (10–14)% increased Stun Duration on Enemies | |
of Recovery | 1 | Jewel | Unique | (25–35)% increased Stun Recovery | |
FIX ME | 1 | Jewel | Unique | (6–8)% chance to Avoid being Stunned | |
1 | Jewel | Unique | Totems cannot be Stunned | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Ground Slam has a 35% chance to grant an Endurance Charge when you Stun an Enemy attack | ||
1 | MapDevice | Unique | 10% more Monster Life % increased Monster Damage 10% improved Rewards Monsters gain +20% chance to Avoid being Stunned each time they are Revived Monsters Regenerate 1% of maximum Life per second for each time they have been Revived Monsters gain 10% increased Maximum Life each time they are Revived map fragment level + [2] life damage |
Item /9
Unrelenting Timeless Karui Emblem
Monsters gain 10% increased Maximum Life each time they are Revived
Monsters Regenerate 1% of Life per second for each time they have been Revived
Monsters gain +20% chance to Avoid being Stunned for each time they are Revived
10% improved Rewards
Monsters Regenerate 1% of Life per second for each time they have been Revived
Monsters gain +20% chance to Avoid being Stunned for each time they are Revived
10% improved Rewards
Blunt Quiver
Requires: Level 33
(20–30)% reduced Enemy Stun Threshold
Ironwood Greathammer
Physical Damage: 94-174
Critical Hit Chance: 5%
Attacks per Second: 1.05
Weapon Range: 1.3
Requires: Level 77, 212 Str
Causes (30–50)% increased Stun Buildup
Snakewood Greathammer
Physical Damage: 59-109
Critical Hit Chance: 5%
Attacks per Second: 1.05
Weapon Range: 1.3
Requires: Level 45, 104 Str
Causes (30–50)% increased Stun Buildup
Oak Greathammer
Physical Damage: 14-26
Critical Hit Chance: 5%
Attacks per Second: 1.05
Weapon Range: 1.3
Requires: Level 4, 11 Str
Causes (30–50)% increased Stun Buildup
Unique /28

10% reduced Movement Speed
(100–150)% increased Armour
+(100–150) to Stun Threshold
Cannot use Shield Skills

+(40–60) to maximum Life
+(10–15) to Strength
+(60–80) to Stun Threshold
Permanently Intimidate enemies on Block
(12–20)% increased Rarity of Items found
(20–30)% reduced maximum Life
+(10–15) to all Attributes
Cannot be Light Stunned
(20–30)% increased Mana Regeneration Rate
+(30–50) to maximum Life
+(30–50) to maximum Mana
(100–200)% increased Critical Hit Chance
+(60–100) to Stun Threshold
Your Critical Hits do not deal extra Damage
+(60–100) to maximum Life
+(60–100) to Stun Threshold
Cannot Evade Enemy Attacks
250% of Melee Physical Damage taken reflected to Attacker
Regenerate 5% of maximum Life per second while Surrounded
+(40–60) to Armour
+(5–15) to Strength
+(5–15) to Intelligence
+(40–60) to Stun Threshold
Armour applies to Elemental Damage
+(80–100) to maximum Life
+(75–150) to Stun Threshold
25% chance to be inflicted with Bleeding when Hit
+(20–30) to Strength
+(100–150) to Stun Threshold
(10–20)% increased Movement Speed
+(40–60) to maximum Life
+(60–80) to Stun Threshold
+25% to Thorns Critical Hit Chance
(20–25) Life Regeneration per second
200% increased Stun Recovery
(30–50)% reduced Chill Duration on you
(30–50)% reduced Freeze Duration on you
(30–50)% reduced Shock duration on you
(80–120)% increased Armour
(10–15) Life Regeneration per second
+(100–150) to Stun Threshold
(30–60)% increased Presence Area of Effect

(60–80)% increased Armour
+(10–15) to Strength
(3–5) Life Regeneration per second
20% reduced Stun Threshold
Double Stun Threshold while Shield is Raised

(100–150)% increased Armour
+(30–40)% to Fire Resistance
+(23–29)% to Chaos Resistance
+(150–200) to Stun Threshold

(20–30)% increased Block chance
(60–100)% increased Armour
+(20–30) to Strength
+(100–150) to Stun Threshold

(40–60)% increased Block chance
(150–200)% increased Armour
+(150–200) to Stun Threshold
Recover 4% of maximum Life when you Block
(10–15)% increased Attack Speed
Causes (30–50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
(400–500)% increased Armour
(-5–-1)% to all Maximum Elemental Resistances
+(200–300) to Stun Threshold
Take no Extra Damage from Critical Hits
(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
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup
Passive /59
Hits that Heavy Stun Enemies have Culling Strike
25% increased Armour
50% increased Evasion Rating when on Full Life
25% increased Stun Threshold while on Full Life
28% increased maximum Energy Shield
30% increased Stun Threshold while on Full Life
+5 to all Attributes
20% increased Stun Threshold while on Full Life
20% increased Stun Recovery
3% increased maximum Life, Mana and Energy Shield
30% increased Stun Recovery
80% increased Stun Recovery
15% increased Flask Effect Duration
15% increased Flask Charges gained
Huntress: 25% increased Elemental Ailment Threshold
Huntress: 25% increased Stun Threshold while on Full Life
+25% to Critical Damage Bonus against Stunned Enemies
30% increased Stun Buildup
30% increased Stun Buildup
30% increased Stun Buildup
8% reduced Attack Speed
40% increased Projectile Damage
15% increased Area of Effect for Attacks
15% increased Projectile Damage
30% increased Stun Buildup against enemies within 2 metres
Cannot be Light Stunned
Cannot Dodge Roll
Cannot Dodge Roll
Ascendancy Passive /4
Timeless Jewel Passive /3

Jungle Paths
Vaal Notable
(8–10)% chance to Avoid Elemental Ailments
(8–10)% chance to Avoid being Stunned


Timeless Jewel Passive Additions /3
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Karui | Notable | 20% increased Stun Duration on Enemies | karui_notable_add_stun_duration |
Karui | Notable | 10% reduced Enemy Stun Threshold | karui_notable_add_reduced_stun_threshold |
Maraketh | Notable | 20% chance to Avoid being Stunned | maraketh_notable_add_ailment_avoid |
Edit
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.