Skill Gem /65
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.
Strike with a forceful blow, knocking enemies back and weakening their Armour.
Fire a charged arrow at the target. On hitting an enemy or wall, the arrow will fire Chaining Lightning beams at nearby enemies.
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding enemies.
Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
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.
Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
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, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
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.
[DNT-UNUSED] Perform two upwards slashes, causing massive claw marks in the ground.
[DNT-UNUSED] Throw Spirally
[DNT-UNUSED] Not a claw attack, more like a bite
Fire a burst of Chaos energy at the target.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Fire an arrow that embeds where it lands for a short duration. At the end of the duration, a Lightning Bolt strikes the arrow, disintegrating it and damaging enemies, with a high chance to Shock. Shocking any enemy with the Bolt also applies Shock to all enemies near the impact.
Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
Launch a large ball of Fire which explodes on impact. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.
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.
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.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Leap into the air and plunge your Spear into the ground at the target location, emitting a Lightning-charged shockwave.
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.
Strike with your Swords.
Strike with your Axes.
Strike with your Maces.
Strike with your Claws.
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.
Launch a fiery Projectile towards a target.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants Purple Flames of Chayula for a duration.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Each of your Totems will summon an Ancestral Spirit Minion to fight for you. If the Totem that summoned the Minion dies then the Ancestral Spirit will too.
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.
[DNT] Bear with me
While active, killing Shocked enemies with a non-Herald Attack Hit will cause subsequent Attack Hits to release lightning bolts which deals Attack damage to all surrounding 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.
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.
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
Recruit artillery Minions that takes up positions behind you. They will lay in wait for your Command then fire volleys of arrows at the target location.
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] An Edict, but flawed.
While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
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 /7
Supports Spells that deal non-Ailment Chaos damage over time, causing damage over time they inflict to also Hinder enemies. Does not Support Skills used by Minions.
Supports Curse Skills. Supported Curse Skills create areas which Curse Enemies so long as they are within them.
Supports Curse Skills. Supported Curse Skills create Hazardous areas which explode when Enemies enter them, Cursing Enemies and dealing Chaos Damage based on your Intelligence.
[DNT-UNUSED] Ailment CDR
[DNT-UNUSED] Block CDR
[DNT] From the Grave Support
Supports Crossbow Ammunition Skills. Supported Skills have significantly higher Attack speed and bolt capacity, but deal less damage and have longer reload time.
Item mods /3
NameLevelPre/SufDescriptionWeight
1Corrupted(20–30)% increased Weapon Swap Speed Attack Speedgloves 1
1Corrupted(10–20)% increased Melee Strike Range with this weapon Attackmace 1
warstaff 1
1Corrupted(10–15)% chance to Poison on Hit with this weapon Chaos Attack Ailmentwarstaff 1
Monsters mods /1
NameLevelPre/SufDescriptionWeight
1Uniqueroyale 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
NameLevelPre/SufDescriptionWeight
of Superstition1Suffix(4–5)% chance to receive additional Weapons when opening a Reward Chest in a Heist
of Superstition50Suffix(6–7)% chance to receive additional Weapons when opening a Reward Chest in a Heist
of Superstition70Suffix(8–10)% chance to receive additional Weapons when opening a Reward Chest in a Heist
Misc mods /21
NameLevelDomainPre/SufDescriptionWeight
1ChestUniqueContained Weapons are Animated
1ChestUniqueContains (6–10) additional Rare Maraketh Weapons
of Swapping1JewelSuffix(15–25)% increased Weapon Swap Speed Attack Speedstrjewel 1
default 0
of Swapping1JewelSuffix(2–4)% increased Weapon Swap Speed Attack Speedstr_radius_jewel 1
default 0
Soldier's1JewelUnique(12–14)% increased Damage with One Handed Weapons Damage Attack
Champion's1JewelUnique(12–14)% increased Damage with Two Handed Weapons Damage Attack
Bandit's1JewelUnique(4–6)% increased Attack Speed with One Handed Melee Weapons Attack Speed
Warrior's1JewelUnique(4–6)% increased Attack Speed with Two Handed Melee Weapons Attack Speed
Harming1JewelUnique(14–18)% increased Critical Hit Chance with One Handed Melee Weapons Attack Critical
Sundering1JewelUnique(14–18)% increased Critical Hit Chance with Two Handed Melee Weapons Attack Critical
Piercing1JewelUnique(15–18)% increased Critical Damage Bonus with One Handed Melee Weapons Damage Attack Critical
Rupturing1JewelUnique+(15–18)% to Critical Damage Bonus with Two Handed Melee Weapons Damage Attack Critical
1JewelUniqueMelee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers
local jewel effect base radius [1200]
Attack
Ulaman's65AbyssPrefix(61–79)% increased Spell Damage while wielding a Melee Weapon ulaman Caster
Ulaman's65AbyssPrefixAttacks with this Weapon Penetrate (15–25)% Lightning Resistance ulaman Damage Elemental Lightning Attack
Amanamu's65AbyssPrefixAttacks with this Weapon Penetrate (15–25)% Fire Resistance amanamu Damage Elemental Fire Attack
Kurgal's65AbyssPrefixAttacks with this Weapon Penetrate (15–25)% Cold Resistance kurgal Damage Elemental Cold Attack
1ExpeditionRelicSuffixRunic Monsters drop other Items instead of Weapons
of Armaments1SentinelSuffix(2.6–3)% chance for Empowered Enemies to have a Weapon Reward
local sentinel drone difficulty + [4]
of Armaments45SentinelSuffix(3.1–3.5)% chance for Empowered Enemies to have a Weapon Reward
local sentinel drone difficulty + [6]
of Armaments75SentinelSuffix(3.6–5)% chance for Empowered Enemies to have a Weapon Reward
local sentinel drone difficulty + [8]
Item /50
Blacksmith's Whetstone
Stack Size: 1 / 20
Improves the quality of a martial weapon
Artificer's Orb
Stack Size: 1 / 20
Adds a Rune Socket to a Martial Weapon, wand, staff or Armour
Celestial Blacksmith's Incubator
Adds an incubated Shaper or Elder Weapon item to an equippable item
Item drops after killing {0} monsters
Celestial Blacksmith's Incubator
Stack Size: 1 / 10
Adds an incubated Shaper or Elder Weapon item to an equippable item
Item drops after killing {0} monsters
Saqawal's Rune of the Sky
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Gain 5% of Damage as Extra Damage of all Elements
Wand or Staff: Gain 5% of Damage as Extra Damage of all Elements
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Fenumus' Rune of Agony
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Gain 13% of Damage as Extra Chaos Damage
Wand or Staff: Gain 13% of Damage as Extra Chaos Damage
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Farrul's Rune of the Hunt
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: 50% increased Attack Damage against Rare or Unique Enemies
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Thane Myrk's Rune of Summer
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Adds 23 to 34 Fire Damage
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Lady Hestra's Rune of Winter
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Adds 19 to 28 Cold Damage
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Thane Leld's Rune of Spring
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Adds 1 to 60 Lightning Damage
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Opiloti
Stack Size: 1 / 10
Martial Weapons: 15% chance to cause Bleeding on Hit
Helmets: 20% increased Charm Charges gained
Place into an empty Rune Socket in a Weapon or a Helmet to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Jiquani
Stack Size: 1 / 10
Martial Weapons: Recover 2% of maximum Life on Kill
Body Armours: 3% increased maximum Life
Place into an empty Rune Socket in a Weapon or a Body Armour to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Zalatl
Stack Size: 1 / 10
Martial Weapons: Recover 2% of maximum Mana on Kill
Helmets: 3% increased maximum Mana
Place into an empty Rune Socket in a Weapon or a Helmet to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Puhuarte
Stack Size: 1 / 10
Place into an empty Rune Socket in a Weapon or a pair of Gloves to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Tzamoto
Stack Size: 1 / 10
Martial Weapons: 30% increased Freeze Buildup
Place into an empty Rune Socket in a Weapon or a Helmet to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Xopec
Stack Size: 1 / 10
Martial Weapons: 30% increased chance to Shock
Place into an empty Rune Socket in a Weapon or a pair of Boots to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Azcapa
Stack Size: 1 / 10
Gloves: 10% increased Quantity of Gold Dropped by Slain Enemies
Place into an empty Rune Socket in a Weapon or a pair of Gloves to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Topotante
Stack Size: 1 / 10
Martial Weapons: Attacks with this Weapon Penetrate 15% Elemental Resistances
Place into an empty Rune Socket in a Weapon or a pair of Boots to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Quipolatl
Stack Size: 1 / 10
Martial Weapons: 5% increased Attack Speed
Boots: 15% reduced Slowing Potency of Debuffs on You
Place into an empty Rune Socket in a Weapon or a pair of Boots to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Ticaba
Stack Size: 1 / 10
Body Armours: Hits against you have 20% reduced Critical Damage Bonus
Shields: Hits against you have 20% reduced Critical Damage Bonus
Place into an empty Rune Socket in a Weapon, a Body Armour or a Shield to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Opiloti's Soul Core of Assault
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: 50% chance when you gain a Frenzy Charge to gain an additional Frenzy Charge
Wand or Staff: 50% chance when you gain a Frenzy Charge to gain an additional Frenzy Charge
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Guatelitzi's Soul Core of Endurance
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: 50% chance when you gain an Endurance Charge to gain an additional Endurance Charge
Wand or Staff: 50% chance when you gain an Endurance Charge to gain an additional Endurance Charge
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Xopec's Soul Core of Power
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: 50% chance when you gain a Power Charge to gain an additional Power Charge
Wand or Staff: 50% chance when you gain a Power Charge to gain an additional Power Charge
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Citaqualotl's Soul Core of Foulness
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Adds 19 to 29 Chaos damage
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Talisman of Thruldana
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: 25% reduced Poison Duration
Targets can be affected by +1 of your Poisons at the same time
Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
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
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
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
Gnawed Jawbone
Stack Size: 1 / 20
Desecrates a Rare Weapon or Quiver
Ancient Jawbone
Stack Size: 1 / 20
Desecrates a Rare Weapon or Quiver
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]
Flying Spear
Physical Damage: 41-76
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 78, 50 Str, 127 Dex
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
Swift Spear
Physical Damage: 28-53
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 51, 29 Str, 71 Dex
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
War Spear
Physical Damage: 14-26
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 21, 14 Str, 31 Dex
Grants Skill: Spear Throw
(25–35)% increased Projectile Speed with this Weapon
Striking Spear
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
Grants Skill: Spear Throw
local weapon implicit hidden % base damage is lightning [50]
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
16% increased Melee Strike Range with this weapon
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
16% increased Melee Strike Range with this weapon
Long Quarterstaff
Physical Damage: 9-18
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 4, 9 Dex
16% increased Melee Strike Range with this weapon
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]
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]
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]
Cultist Bow
Physical Damage: 10-17
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 33, 60 Dex
local weapon implicit hidden added maximum chaos damage [37]
local weapon implicit hidden added minimum chaos damage [19]
Adherent Bow
Physical Damage: 21-34
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 59, 104 Dex
local weapon implicit hidden added maximum chaos damage [59]
local weapon implicit hidden added minimum chaos damage [31]
Fanatic Bow
Physical Damage: 42-70
Critical Hit Chance: 5%
Attacks per Second: 1.2
Requires: Level 79, 163 Dex
local weapon implicit hidden added maximum chaos damage [71]
local weapon implicit hidden added minimum chaos damage [43]
Unique /13
local weapon implicit hidden % base damage is fire [50]
Adds (4–6) to (8–10) Physical Damage
Adds (4–6) to (8–10) Fire Damage
+(10–20) to Strength
+(20–30)% to Fire Resistance
Hits Break (30–50) Armour
Inflicts Fire Exposure when this Weapon Fully Breaks Armour
Adds (8–12) to (16–20) Physical Damage
Adds (8–12) to (16–20) Cold Damage
+5% to Critical Hit Chance
All Damage from Hits with this Weapon Contributes to Freeze Buildup
Culling Strike against Frozen Enemies
+(15–25) to Evasion Rating
Adds (3–5) to (8–10) Physical Damage to Attacks
(10–15)% increased Critical Damage Bonus
Base Critical Hit Chance for Attacks with Weapons is 7%
50% increased Armour and Evasion
Adds (2–3) to (5–6) Physical Damage to Attacks
+(30–50) to maximum Life
(4–8)% increased Attack Speed
Strength can satisfy other Attribute Requirements of Melee Weapons and Melee Skills
+(5–10)% to Critical Damage Bonus
Adds (21–26) to (25–31) Physical Damage
(10–15)% increased Attack Speed
Breaks Armour equal to 40% of damage from Hits with this weapon
Fully Armour Broken enemies you kill with Hits Shatter
16% increased Melee Strike Range with this weapon
1% increased Area of Effect for Attacks per 10 Intelligence
1% increased Attack Speed per 10 Dexterity
10% increased Weapon Damage per 10 Strength
Adds (18–22) to (24–28) Physical Damage
Adds 1 to (50–55) Lightning Damage
(10–15)% increased Attack Speed
All damage with this Weapon causes Electrocution buildup
Causes Enemies to Explode on Critical kill, for 10% of their Life as Physical Damage
(100–150)% increased Physical Damage
+(10–15) to all Attributes
Gain 30 Life per Enemy Killed
This Weapon's Critical Hit Chance is 100%
Critical Hits do not deal extra Damage
Grants Skill: Spear Throw
Adds (2–3) to (6–8) Physical Damage
Deal no Elemental Damage
20% increased Melee Strike Range with this weapon
Any number of Poisons from this Weapon can affect a target at the same time
Always Poison on Hit with this weapon
Grants Skill: Spear Throw
(15–25)% chance to Maim on Hit
Adds (13–17) to (22–28) Physical Damage
+(100–150) to Accuracy Rating
10% increased Attack Speed
All Damage from Hits with this Weapon Contributes to Pin Buildup
(20–30)% increased Projectile Speed with this Weapon
Grants Skill: Spear Throw
Adds (14–26) to (27–32) Physical Damage
Adds (33–41) to (47–53) Fire Damage
(15–25)% chance to cause Bleeding on Hit
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(25–40)% chance to Aggravate Bleeding on Hit
Adds (5–7) to (10–12) Physical Damage
+10 to Dexterity
(30–50)% increased Mana Regeneration Rate
Attacks with this Weapon gain 50% of Physical damage as Extra damage of each Element
(120–150)% increased Physical Damage
+(2–3) to Level of all Melee Skills
+(20–30) to Intelligence
Causes (150–200)% increased Stun Buildup
All Damage from Hits with this Weapon Contributes to Chill Magnitude
Passive /12
6% increased Attack Speed with One Handed Melee Weapons
15% increased Accuracy Rating with One Handed Melee Weapons
+10 to Strength and Dexterity
25% increased Damage with One Handed Weapons
Attacks have 10% chance to Maim on Hit
25% increased Damage with One Handed Weapons
Attacks with One-Handed Weapons have 20% increased Chance to inflict Ailments
5% reduced Attack Speed
20% increased Stun Buildup
40% increased Damage with Two Handed Weapons
25% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently
5% reduced Attack Speed
20% increased Stun Buildup
40% increased Damage with Two Handed Weapons
8% increased Attack Speed with One Handed Weapons
+15 to Dexterity
32% increased Spell Damage while wielding a Melee Weapon
+10 to Dexterity
16% increased Accuracy Rating with One Handed Melee Weapons
16% increased Accuracy Rating with Two Handed Melee Weapons
+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
25% more Skill Speed while Off Hand is empty and you have
a One-Handed Martial Weapon equipped in your Main Hand
Ascendancy Passive /5
Ascendancy: Smith of Kitava
Character: Warrior
Grants Skill: Manifest Weapon
Ascendancy: Smith of Kitava
Character: Warrior
Grants Skill: Temper Weapon
Ascendancy: Amazon
Character: Huntress
Attacks using your Weapons have Added Physical Damage equal
to 25% of the Accuracy Rating on the Weapon
Ascendancy: Tactician
Character: Mercenary
Allies in your Presence gain added Attack Damage equal
to 25% of your main hand Weapon's Damage
Ascendancy: Witchhunter
Character: Mercenary
100 Passive Skill Points become Weapon Set Skill Points
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