Heavy Belt
Belts
Requires Level 10
+(25—35) to Strength
DropLevel
10
BaseType
Heavy Belt
Class
Flags
CanHaveInfluence, CanBeCorrupted, CanBeDoubleCorrupted, CanHaveIncubators, CanHaveAspects, CanHaveVeiledMods, CanBeSkinnTransferred, CanScourge
Type
Metadata/Items/Belts/Belt4
Tags
belt
Icon
Art/2DItems/Belts/Belt5
+(25—35) to Strength
| Family | Strength |
|---|---|
| Domains | Item (1) |
| GenerationType | Unique (3) |
| Req. level | 10 (Effective: 8) |
| Stats | |
| Craft Tags | Attribute |
Base.base_level
1
Base.tag
default, belt
Base.x_size
2
Base.y_size
1
Mods.stat_description_list
Metadata/StatDescriptions/stat_descriptions.txt
Mods.mod_stat_description_list
Metadata/StatDescriptions/advanced_mod_stat_descriptions.txt
Mods.enable_rarity
normal, magic, rare, unique
Mods.inventory_type
Belt
Unique /17
Requires Level 68
+(25—35) to Strength
+(250—1000) to Armour
+(25—100)% to Fire Resistance
+(25—100)% to Cold Resistance
+(25—100)% to Lightning Resistance
0.6% of Physical Damage Leeched as Life
25% reduced Enemy Stun Threshold during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(The Stun Threshold determines how much Damage can Stun something)
Requires Level 8
+(25—35) to Strength
+25 to Strength
Adds 10 to 20 Physical Damage to Attacks
10% increased maximum Life
+(10—20)% to Cold Resistance
25% increased Flask Life Recovery rate
Requires Level 20
+(25—35) to Strength
(15—25)% increased Global Physical Damage
You take 30% reduced Extra Damage from Critical Strikes
+(30—40) to maximum Life
+(10—15)% to all Elemental Resistances
Enemies within 2.5 metres are Intimidated
is intimidated [1]
(Intimidated enemies take 10% increased Attack Damage)
Requires Level 20
+(25—35) to Strength
+(70—85) to maximum Life
+(20—40)% to Fire Resistance
+(20—40)% to Cold Resistance
1% of Attack Damage Leeched as Life against Chilled Enemies
Ignites you inflict with Attacks deal Damage 35% Faster
Deal no Physical Damage
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Requires Level 30
+(25—35) to Strength
+(10—15) to all Attributes
+(20—40)% to Cold Resistance
Rampage
(Attributes are Strength, Dexterity, and Intelligence)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
Requires Level 68
+(25—35) to Strength
(15—60)% increased Fire Damage
+(250—1000) to Armour
+(25—100)% to Cold Resistance
+(25—100)% to Lightning Resistance
0.6% of Fire Damage Leeched as Life
(20—30)% chance to Ignite during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Requires Level 68
+(25—35) to Strength
(15—60)% increased Cold Damage
+(250—1000) to Armour
+(25—100)% to Fire Resistance
+(25—100)% to Lightning Resistance
0.6% of Cold Damage Leeched as Life
(20—30)% chance to Freeze during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
Requires Level 68
+(25—35) to Strength
(15—60)% increased Lightning Damage
+(250—1000) to Armour
+(25—100)% to Fire Resistance
+(25—100)% to Cold Resistance
0.6% of Lightning Damage Leeched as Life
(20—30)% chance to Shock during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Requires Level 28
+(25—35) to Strength
Implicit Modifier magnitudes are tripled
(Implicit Modifiers are those that come from an item's type, rather than its random properties)
Corrupted
Requires Level 44
+(25—35) to Strength
(6—10)% increased maximum Energy Shield
(6—10)% increased maximum Life
+(17—23)% to Chaos Resistance
Minions have 5% chance to Taunt on Hit with Attacks
Your Minions spread Caustic Ground on Death, dealing 20% of their maximum Life as Chaos Damage per second
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
Requires Level 40
+(25—35) to Strength
+(50—70) to maximum Life
+(20—30)% to Cold Resistance
Your Minions use your Flasks when summoned
Minions have (25—40)% reduced Flask Charges used
Minions have (50—80)% increased Flask Effect Duration
Requires Level 44
+(25—35) to Strength
(6—10)% increased maximum Energy Shield
(6—10)% increased maximum Life
+(15—25)% to Fire Resistance
Your Minions spread Burning Ground on Death, dealing 20% of their maximum Life as Fire Damage per second
Minions have 5% chance to Maim Enemies on Hit with Attacks
(Maimed enemies have 30% reduced Movement Speed)
Requires Level 52
+(25—35) to Strength
+(800—1200) to Armour
Regenerate (50—70) Life per second
20% increased Stun Threshold
10% reduced Armour per 50 Strength
Imbalanced Guard
(The Stun Threshold determines how much Damage can Stun something)
(100% chance to Defend with 200% of Armour. Maximum Damage Reduction for any Damage Type is 50%)
(Armour is treated as this percentage of its actual value, only for calculating damage mitigation)
Requires Level 44
+(25—35) to Strength
+(30—50) to Dexterity
+(15—25)% to Fire Resistance
+(15—25)% to Cold Resistance
Magic Utility Flasks cannot be Used
Leftmost (2—4) Magic Utility Flasks constantly apply their Flask Effects to you
Magic Utility Flask Effects cannot be removed
Requires Level 3
+(25—35) to Strength
5% increased Global Physical Damage
You take 30% reduced Extra Damage from Critical Strikes
+(10—20) to maximum Life
+(10—15)% to all Elemental Resistances
Enemies within 2.5 metres are Intimidated
is intimidated [1]
(Intimidated enemies take 10% increased Attack Damage)
Requires Level 5
+(25—35) to Strength
+25 to Strength
Adds 10 to 20 Physical Damage to Attacks
10% increased maximum Life
+(10—20)% to Cold Resistance
25% increased Flask Life Recovery rate
Requires Level 56
+(25—35) to Strength
+(30—40) to Strength
+(300—500) to Armour
Take no Burning Damage if you've stopped taking Burning Damage Recently
Enemies within 6 metres Convert 25% of their Physical Damage to Fire
(Recently refers to the past 4 seconds)
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.

































