Skill Gem /100
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
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.
Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground. Cannot gain fuel while using this skill.
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
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.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. If the Eye passes over an Elemental Ground Surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Create a storm that sucks in enemies and deals Physical damage over time. A Tornado that overlaps an Elemental Ground Surface absorbs that surface's Debuff, applying it to enemies inside the Tornado and causing the Tornado to deal extra damage of that element.
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.
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Lunge at a target and skewers them. Hitting an enemy that has suffered Blood Loss will cause a blood explosion and also Consume Bleeding. This skill cannot be Ancestrally Boosted.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Advance while hitting enemies around you with a series of spinning Strikes.
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam.
Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.
Dash to an enemy and Strike them, Culling enemies if their life is low enough and performing additional dashing Strikes to other Cullable targets in range if your target was Culled. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
Dash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun and performing additional dashing Strikes to other Primed targets in range if your first target was Stunned. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.
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.
Fire a burst of Chaos energy at the target.
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
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.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
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.
Launch icy Projectiles in a sweeping arc. Multiple Projectiles can hit the same enemy.
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.
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.
Build Glory by Heavy Stunning 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.
[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.
Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them. Once you begin your charge, the use speed of this Skill is affected by movement speed instead of Attack speed.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Strike with your Quarterstaff.
Strike with your Flail.
Strike with your Sword.
Strike with your Swords.
Strike with your Sword.
Strike with your Mace.
Strike with your Maces.
Strike with your Mace.
Strike with your Dagger.
Strike with your Daggers.
Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
Fire an arrow with your Bow.
Fire a bolt from your crossbow.
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.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. Consumes Shock from enemies it Hits, but not Electrocution.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
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.
Consume all Frenzy Charges to perform a gigantic spear thrust that Knocks Back enemies. For each Frenzy Charge consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Shapeshift into a Wyvern and launch yourself backwards with a powerful wingbeat that Knocks Back enemies. Enemies Primed for Heavy Stun will be stunned, release a shockwave, and have a chance to grant you a Power Charge. This skill can be used while using other skills to interrupt them.
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.
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.
[DNT-UNUSED] An Edict, but flawed.
Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.
Support Gem /1
Supports Attack skills, granting them Attack Speed at the cost of Damage or Damage at the cost of Attack Speed depending on Weapon Set they are used in. Does not modify skills used by Minions.
Item mods /4
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 1 | Corrupted | (10—20)% increased Melee Strike Range with this weapon Attack | mace 1 sword 1 axe 1 flail 1 warstaff 1 dagger 1 spear 1 default 0 | |
| 1 | Corrupted | (10—15)% chance to Poison on Hit with this weapon Chaos Attack Ailment | sword 1 spear 1 dagger 1 warstaff 1 default 0 | |
| 1 | Unique | (20—40)% increased Melee Strike Range with this weapon Attack | mace 1 sword 1 axe 1 flail 1 warstaff 1 dagger 1 spear 1 default 0 | |
| 1 | Unique | (25—50)% chance to Poison on Hit with this weapon Chaos Attack Ailment | sword 1 spear 1 dagger 1 warstaff 1 default 0 |
Monsters mods /1
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 1 | Unique | royale monster armour drop chance permyriad [80] royale monster currency drop chance permyriad [200] royale monster flask drop chance permyriad [0] royale monster skill gem drop chance permyriad [300] royale monster support gem drop chance permyriad [75] royale monster unique drop chance permyriad [8] royale monster weapon drop chance permyriad [80] |
Trinket mods /3
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Superstition | 1 | Suffix | (4—5)% chance to receive additional Weapons when opening a Reward Chest in a Heist | default 1 |
| of Superstition | 50 | Suffix | (6—7)% chance to receive additional Weapons when opening a Reward Chest in a Heist | default 1 |
| of Superstition | 70 | Suffix | (8—10)% chance to receive additional Weapons when opening a Reward Chest in a Heist | default 1 |
Misc mods /19
| Name | Level | Domain | Pre/Suf | Description | Weight |
|---|---|---|---|---|---|
| 1 | Chest | Unique | Contained Weapons are Animated | ||
| 1 | Chest | Unique | Contains (6—10) additional Rare Maraketh Weapons | ||
| Soldier's | 1 | Jewel | Unique | (12—14)% increased Damage with One Handed Weapons Damage Attack | two_handed_mod 0 wand 0 not_int 1 default 0 |
| Champion's | 1 | Jewel | Unique | (12—14)% increased Damage with Two Handed Weapons Damage Attack | bow 0 wand 0 one_handed_mod 0 dual_wielding_mod 0 shield_mod 0 not_int 1 default 0 |
| Bandit's | 1 | Jewel | Unique | (4—6)% increased Attack Speed with One Handed Melee Weapons Attack Speed | two_handed_mod 0 wand 0 not_int 1 default 0 |
| Warrior's | 1 | Jewel | Unique | (4—6)% increased Attack Speed with Two Handed Melee Weapons Attack Speed | one_handed_mod 0 dual_wielding_mod 0 shield_mod 0 bow 0 not_int 1 default 0 |
| Harming | 1 | Jewel | Unique | (14—18)% increased Critical Hit Chance with One Handed Melee Weapons Attack Critical | wand 0 two_handed_mod 0 not_int 1 default 0 |
| Sundering | 1 | Jewel | Unique | (14—18)% increased Critical Hit Chance with Two Handed Melee Weapons Attack Critical | bow 0 one_handed_mod 0 shield_mod 0 dual_wielding_mod 0 not_int 1 default 0 |
| Piercing | 1 | Jewel | Unique | (15—18)% increased Critical Damage Bonus with One Handed Melee Weapons Damage Attack Critical | wand 0 two_handed_mod 0 not_int 1 default 0 |
| Rupturing | 1 | Jewel | Unique | +(15—18)% to Critical Damage Bonus with Two Handed Melee Weapons Damage Attack Critical | bow 0 one_handed_mod 0 shield_mod 0 dual_wielding_mod 0 not_int 1 default 0 |
| 1 | Jewel | Unique | Melee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers local jewel effect base radius [1200] Attack | ||
| Ulaman's | 65 | Abyss | Prefix | (61—79)% increased Spell Damage while wielding a Melee Weapon ulaman Caster | focus 1 default 0 ulaman_mod 1 |
| Ulaman's | 65 | Abyss | Prefix | Attacks with this Weapon Penetrate (15—25)% Lightning Resistance ulaman Damage Elemental Lightning Attack | weapon 1 default 0 ulaman_mod 1 |
| Amanamu's | 65 | Abyss | Prefix | Attacks with this Weapon Penetrate (15—25)% Fire Resistance amanamu Damage Elemental Fire Attack | weapon 1 default 0 amanamu_mod 1 |
| Kurgal's | 65 | Abyss | Prefix | Attacks with this Weapon Penetrate (15—25)% Cold Resistance kurgal Damage Elemental Cold Attack | weapon 1 default 0 kurgal_mod 1 |
| 1 | ExpeditionRelic | Suffix | Runic Monsters drop other Items instead of Weapons | expedition_common_remnant_logbook 0 expedition_atoll_remnant_logbook 0 expedition_tundra_remnant_logbook 0 expedition_tropical_remnant_logbook 0 expedition_peninsula_remnant_logbook 0 expedition_vaal_remnant 0 default 1 | |
| of Armaments | 1 | Sentinel | Suffix | (2.6—3)% chance for Empowered Enemies to have a Weapon Reward local sentinel drone difficulty + [4] | special_sentinel_mod 0 sentinel_c 0 default 1 |
| of Armaments | 45 | Sentinel | Suffix | (3.1—3.5)% chance for Empowered Enemies to have a Weapon Reward local sentinel drone difficulty + [6] | special_sentinel_mod 0 sentinel_c 0 default 1 |
| of Armaments | 75 | Sentinel | Suffix | (3.6—5)% chance for Empowered Enemies to have a Weapon Reward local sentinel drone difficulty + [8] | special_sentinel_mod 0 sentinel_c 0 default 1 |
Item /138
Stack Size: 1 / 20
Improves the quality of a martial weapon
Stack Size: 1 / 20
Adds an Augment Socket to a Martial Weapon, wand, staff or Armour
Stack Size: 1 / 10
Improves the quality of a Martial Weapon, Caster Weapon or Armour
above 20% with a chance of Corrupting it
above 20% with a chance of Corrupting it
Saqawal's Rune of the Sky
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Wand or Staff: 12% chance when collecting an Elemental Infusion to gain an
additional Elemental Infusion of the same type
additional Elemental Infusion of the same type
Farrul's Rune of the Hunt
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Thane Myrk's Rune of Summer
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Lady Hestra's Rune of Winter
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Thane Leld's Rune of Spring
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Soul Core of Opiloti
Stack Size: 1 / 10
Soul Core of Jiquani
Stack Size: 1 / 10
Martial Weapon: Recover 2% of maximum Life on Kill
Body Armours: 3% increased maximum Life
Soul Core of Zalatl
Stack Size: 1 / 10
Martial Weapon: Recover 2% of maximum Mana on Kill
Helmets: 3% increased maximum Mana
Soul Core of Puhuarte
Stack Size: 1 / 10
Soul Core of Tzamoto
Stack Size: 1 / 10
Soul Core of Xopec
Stack Size: 1 / 10
Soul Core of Azcapa
Stack Size: 1 / 10
Gloves: 10% increased Quantity of Gold Dropped by Slain Enemies
Soul Core of Topotante
Stack Size: 1 / 10
Soul Core of Quipolatl
Stack Size: 1 / 10
Soul Core of Ticaba
Stack Size: 1 / 10
Opiloti's Soul Core of Assault
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Guatelitzi's Soul Core of Endurance
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Xopec's Soul Core of Power
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Idol of Thruldana
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Martial Weapon: 25% reduced Poison Duration, Targets can be affected by +1 of your Poisons at the same time
Omen of the Sovereign
Stack Size: 1 / 10
While this item is active in your inventory your next
Weapon or Jewellery Desecration attempt will guarantee a random Ulaman modifier
Weapon or Jewellery Desecration attempt will guarantee a random Ulaman modifier
Omen of the Liege
Stack Size: 1 / 10
While this item is active in your inventory your next
Weapon or Jewellery Desecration attempt will guarantee a random Amanamu modifier
Weapon or Jewellery Desecration attempt will guarantee a random Amanamu modifier
Omen of the Blackblooded
Stack Size: 1 / 10
While this item is active in your inventory your next
Weapon or Jewellery Desecration attempt will guarantee a random Kurgal modifier
Weapon or Jewellery Desecration attempt will guarantee a random Kurgal modifier
Stack Size: 1 / 20
Ember Greataxe
Fire Damage: 58-154
Critical Hit Chance: 5%
Attacks per Second: 1.2
Weapon Range: 1.3
Requires: Level 50, 70 Str, 28 Dex
local weapon implicit hidden % base damage is fire [100]
Molten Hammer
Physical Damage: 35.5-59
Fire Damage: 35.5-59
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 77, 163 Str
local weapon implicit hidden % base damage is fire [50]
Calescent Hammer
Physical Damage: 22-37
Fire Damage: 22-37
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 45, 80 Str
local weapon implicit hidden % base damage is fire [50]
Smithing Hammer
Physical Damage: 5.5-9
Fire Damage: 5.5-9
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 4, 11 Str
local weapon implicit hidden % base damage is fire [50]
Ashbark Talisman
Physical Damage: 50.4-105
Fire Damage: 21.6-45
Critical Hit Chance: 8%
Attacks per Second: 1.2
Weapon Range: 1.2
Requires: Level 72, 94 Str, 67 Int
Cinderbark Talisman
Physical Damage: 12.6-25.2
Fire Damage: 5.4-10.8
Critical Hit Chance: 8%
Attacks per Second: 1.2
Weapon Range: 1.2
Requires: Level 10, 15 Str, 11 Int
Thunder Talisman
Physical Damage: 23.1-130.9
Lightning Damage: 9.9-56.1
Critical Hit Chance: 8%
Attacks per Second: 1.3
Weapon Range: 1.2
Requires: Level 77, 102 Str, 72 Int
Voltfang Talisman
Physical Damage: 16.1-91
Lightning Damage: 6.9-39
Critical Hit Chance: 8%
Attacks per Second: 1.3
Weapon Range: 1.2
Requires: Level 46, 53 Str, 38 Int
Flying Spear
Grants Skill: Spear Throw
Physical Damage: 46-77
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 78, 50 Str, 127 Dex
(25—35)% increased Projectile Speed with this Weapon
Swift Spear
Grants Skill: Spear Throw
Physical Damage: 32-53
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 51, 29 Str, 71 Dex
(25—35)% increased Projectile Speed with this Weapon
War Spear
Grants Skill: Spear Throw
Physical Damage: 16-27
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 21, 14 Str, 31 Dex
(25—35)% increased Projectile Speed with this Weapon
Striking Spear
Grants Skill: Spear Throw
Physical Damage: 11.5-45.5
Lightning Damage: 11.5-45.5
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 55, 31 Str, 76 Dex
local weapon implicit hidden % base damage is lightning [50]
Grand Spear
Grants Skill: Spear Throw
Physical Damage: 56-84
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.5
Requires: Level 79, 68 Str, 109 Dex
Massive Spear
Grants Skill: Spear Throw
Physical Damage: 46-69
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.5
Requires: Level 62, 40 Str, 80 Dex
Broad Spear
Grants Skill: Spear Throw
Physical Damage: 32-48
Critical Hit Chance: 5%
Attacks per Second: 1.4
Weapon Range: 1.5
Requires: Level 40, 26 Str, 55 Dex
Moon Dagger
Cold Damage: 11-26
Critical Hit Chance: 15%
Attacks per Second: 1.55
Weapon Range: 1
Requires: Level 20, 22 Dex, 22 Int
local weapon implicit hidden % base damage is cold [100]
Icicle Flail
Cold Damage: 24-55
Critical Hit Chance: 10%
Attacks per Second: 1.45
Weapon Range: 1.1
Requires: Level 47, 66 Str, 27 Int
local weapon implicit hidden % base damage is cold [100]
Striking Quarterstaff
Physical Damage: 53-111
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 77, 127 Dex, 50 Int
Reaching Quarterstaff
Physical Damage: 35-72
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 45, 63 Dex, 26 Int
Long Quarterstaff
Physical Damage: 9-18
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 4, 9 Dex
Crackling Quarterstaff
Physical Damage: 5-22
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 16, 25 Dex, 12 Int
local weapon implicit hidden added maximum lightning damage [35]
local weapon implicit hidden added minimum lightning damage [1]
local weapon implicit hidden added minimum lightning damage [1]
Arcing Quarterstaff
Physical Damage: 14-55
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 51, 71 Dex, 29 Int
local weapon implicit hidden added maximum lightning damage [75]
local weapon implicit hidden added minimum lightning damage [1]
local weapon implicit hidden added minimum lightning damage [1]
Bolting Quarterstaff
Physical Damage: 24-97
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 78, 127 Dex, 50 Int
local weapon implicit hidden added maximum lightning damage [100]
local weapon implicit hidden added minimum lightning damage [1]
local weapon implicit hidden added minimum lightning damage [1]
Cultist Bow
Physical Damage: 22-36
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 33, 60 Dex
local weapon implicit hidden added maximum chaos damage [19]
local weapon implicit hidden added minimum chaos damage [7]
local weapon implicit hidden added minimum chaos damage [7]
Adherent Bow
Physical Damage: 35-59
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 59, 104 Dex
local weapon implicit hidden added maximum chaos damage [32]
local weapon implicit hidden added minimum chaos damage [14]
local weapon implicit hidden added minimum chaos damage [14]
Fanatic Bow
Physical Damage: 47-79
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 79, 163 Dex
local weapon implicit hidden added maximum chaos damage [64]
local weapon implicit hidden added minimum chaos damage [28]
local weapon implicit hidden added minimum chaos damage [28]
Stack Size: 1 / 10
Stack Size: 1 / 10
Stack Size: 1 / 10
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Stack Size: 1 / 10
Stack Size: 1 / 10
Stack Size: 1 / 10
Desert Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +12% to Fire Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Glacial Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +12% to Cold Resistance
Wand or Staff: 30% increased Freeze Buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Storm Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +12% to Lightning Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Body Rune
Stack Size: 1 / 10
Requires: Level 15
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: +10 to maximum Life, +10 to maximum Mana
Mind Rune
Stack Size: 1 / 10
Requires: Level 15
Wand or Staff: +40 to maximum Mana
Armour: +25 to maximum Mana
Martial Weapon: 5% increased maximum Mana
Wand or Staff: 5% increased maximum Mana
Armour: +10 to maximum Life, +10 to maximum Mana
Rebirth Rune
Stack Size: 1 / 10
Requires: Level 15
Martial Weapon: Gain 20 Life per enemy killed
Wand or Staff: 15% increased Energy Shield Recharge Rate
Armour: Regenerate 0.3% of maximum Life per second
Martial Weapon: Regenerate 0.4% of maximum Life per second
Wand or Staff: 8% of Damage taken Recouped as Life
Armour: +10 to maximum Life, +10 to maximum Mana
Inspiration Rune
Stack Size: 1 / 10
Requires: Level 15
Martial Weapon: Gain 16 Mana per enemy killed
Wand or Staff: 20% increased Mana Regeneration Rate
Armour: 15% increased Mana Regeneration Rate
Wand or Staff: 16% increased Mana Cost Efficiency
Armour: +10 to maximum Life, +10 to maximum Mana
Stone Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +60 to Stun Threshold
Wand or Staff: 30% increased Immobilisation buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Vision Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: 10% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Desert Rune
Lesser Glacial Rune
Stack Size: 1 / 10
Armour: +10% to Cold Resistance
Wand or Staff: 30% increased Freeze Buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Storm Rune
Stack Size: 1 / 10
Armour: +10% to Lightning Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Iron Rune
Stack Size: 1 / 10
Wand or Staff: 20% increased Spell Damage
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Body Rune
Stack Size: 1 / 10
Wand or Staff: +25 to maximum Energy Shield
Armour: +20 to maximum Life
Martial Weapon: 5% increased maximum Life
Wand or Staff: 5% increased maximum Life
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Mind Rune
Stack Size: 1 / 10
Wand or Staff: +30 to maximum Mana
Armour: +15 to maximum Mana
Martial Weapon: 5% increased maximum Mana
Wand or Staff: 5% increased maximum Mana
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Rebirth Rune
Stack Size: 1 / 10
Martial Weapon: Gain 10 Life per enemy killed
Wand or Staff: 12% increased Energy Shield Recharge Rate
Armour: Regenerate 0.25% of maximum Life per second
Martial Weapon: Regenerate 0.4% of maximum Life per second
Wand or Staff: 8% of Damage taken Recouped as Life
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Inspiration Rune
Stack Size: 1 / 10
Martial Weapon: Gain 8 Mana per enemy killed
Wand or Staff: 16% increased Mana Regeneration Rate
Armour: 12% increased Mana Regeneration Rate
Wand or Staff: 16% increased Mana Cost Efficiency
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Stone Rune
Stack Size: 1 / 10
Armour: +40 to Stun Threshold
Wand or Staff: 30% increased Immobilisation buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Vision Rune
Stack Size: 1 / 10
Armour: 8% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Desert Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +14% to Fire Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Glacial Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +14% to Cold Resistance
Wand or Staff: 30% increased Freeze Buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Storm Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +14% to Lightning Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Iron Rune
Stack Size: 1 / 10
Requires: Level 30
Wand or Staff: 30% increased Spell Damage
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Body Rune
Stack Size: 1 / 10
Requires: Level 30
Wand or Staff: +35 to maximum Energy Shield
Armour: +40 to maximum Life
Martial Weapon: 5% increased maximum Life
Wand or Staff: 5% increased maximum Life
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Mind Rune
Stack Size: 1 / 10
Requires: Level 30
Wand or Staff: +50 to maximum Mana
Armour: +35 to maximum Mana
Martial Weapon: 5% increased maximum Mana
Wand or Staff: 5% increased maximum Mana
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Rebirth Rune
Stack Size: 1 / 10
Requires: Level 30
Martial Weapon: Gain 30 Life per enemy killed
Wand or Staff: 18% increased Energy Shield Recharge Rate
Armour: Regenerate 0.35% of maximum Life per second
Martial Weapon: Regenerate 0.4% of maximum Life per second
Wand or Staff: 8% of Damage taken Recouped as Life
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Inspiration Rune
Stack Size: 1 / 10
Requires: Level 30
Martial Weapon: Gain 24 Mana per enemy killed
Wand or Staff: 24% increased Mana Regeneration Rate
Armour: 18% increased Mana Regeneration Rate
Wand or Staff: 16% increased Mana Cost Efficiency
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Stone Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +80 to Stun Threshold
Wand or Staff: 30% increased Immobilisation buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Vision Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: 12% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +10 to maximum Life, +10 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
Greater Rune of Alacrity
Stack Size: 1 / 10
Armour: Debuffs on you expire 8% faster
Armour: 15% increased Elemental Ailment Threshold
Greater Rune of Nobility
Stack Size: 1 / 10
Armour: 10% reduced Shock duration on you
Soul Core of Tacati
Stack Size: 1 / 10
Armour: +11% to Chaos Resistance
Soul Core of Citaqualotl
Stack Size: 1 / 10
Soul Core of Atmohua
Stack Size: 1 / 10
Soul Core of Cholotl
Stack Size: 1 / 10
Soul Core of Zantipi
Stack Size: 1 / 10
Book of Specialisation
A Book of Specialisation. Right-click to gain two Weapon Set Passive Skill Points.
Grants two Weapon Set Passive Skill Points
Book of Specialisation
A Book of Specialisation. Right-click to gain two Weapon Set Passive Skill Points.
Grants two Weapon Set Passive Skill Points
Book of Specialisation
A Book of Specialisation. Right-click to gain two Weapon Set Passive Skill Points.
Grants two Weapon Set Passive Skill Points
Book of Specialisation
A Book of Specialisation. Right-click to gain two Weapon Set Passive Skill Points.
Grants two Weapon Set Passive Skill Points
Book of Specialisation
A Book of Specialisation. Right-click to gain two Weapon Set Passive Skill Points.
Grants two Weapon Set Passive Skill Points
Sacrificial Heart
Sacrifice this Heart at the proper ritual site to gain two Weapon Set Passive Skill Points.
Mist-shrouded Tome
A Book of Specialisation. Right-click to gain two Weapon Set Passive Skill Points.
Grants two Weapon Set Passive Skill Points
Book of Specialisation
A Book of Specialisation. Right-click to gain two Weapon Set Passive Skill Points.
Grants two Weapon Set Passive Skill Points
Tattoo of Hinekora
Right-click to apply the Tattoo directly to your body and gain two Weapon Set Passive Skill Points.
Grants two Weapon Set Passive Skill Points
Book of Specialisation
A Book of Specialisation. Right-click to gain two Weapon Set Passive Skill Points.
Grants two Weapon Set Passive Skill Points
Warden's Ledger
Right-click to read the Warden's Book and gain two Weapon Set Passive Skill Points.
Grants two Weapon Set Passive Skill Points
Book of Specialisation
A Book of Specialisation. Right-click to gain two Weapon Set Passive Skill Points.
Grants two Weapon Set Passive Skill Points
Book of Specialisation
A Book of Specialisation. Right-click to gain two Weapon Set Passive Skill Points.
Grants two Weapon Set Passive Skill Points
Unique /13
local weapon implicit hidden % base damage is fire [50]
+(10—20) to Strength
+(20—30)% to Fire Resistance
+5% to Critical Hit Chance
Culling Strike against Frozen Enemies
+(15—25) to Evasion Rating
(10—15)% increased Critical Damage Bonus
+(5—10)% to Critical Damage Bonus
(10—15)% increased Attack Speed
10% increased Weapon Damage per 10 Strength
(10—15)% increased Attack Speed
All damage with this Weapon causes Electrocution buildup
(100—150)% increased Physical Damage
+(10—15) to all Attributes
Gain 30 Life per enemy killed
This Weapon's Critical Hit Chance is 100%
Critical Hits do not deal extra Damage
Deal no Elemental Damage
Any number of Poisons from this Weapon can affect a target at the same time
+(100—150) to Accuracy Rating
10% increased Attack Speed
(20—30)% increased Projectile Speed with this Weapon
Bleeding you inflict deals Damage (10—20)% faster
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(120—150)% increased Physical Damage
+(2—3) to Level of all Melee Skills
+(20—30) to Intelligence
Causes (150—200)% increased Stun Buildup
Passive /12
25% increased Damage with One Handed Weapons
+10 to Dexterity
+2 to Melee Strike Range
You can wield Two-Handed Axes, Maces and Swords in one hand
Triple Attribute requirements of Martial Weapons
Inherent Life granted by Strength is halved
Triple Attribute requirements of Martial Weapons
Inherent Life granted by Strength is halved
25% more Skill Speed while Off Hand is empty and you have
a One-Handed Martial Weapon equipped in your Main Hand
a One-Handed Martial Weapon equipped in your Main Hand
Ascendancy Passive /5
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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.












