Armour Attr /14 ⍟
Name | Show Full Descriptions |
---|---|
ID | armour90 |
Icon | Art/2DArt/SkillIcons/passives/dmgreduction.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 31928 |
Armour Attr /14 ⍟
Name | Show Full Descriptions |
---|---|
ID | armour92 |
Icon | Art/2DArt/SkillIcons/passives/dmgreduction.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 61868 |
Armour Attr /14 ⍟
Name | Show Full Descriptions |
---|---|
ID | armour2023 |
Icon | Art/2DArt/SkillIcons/passives/dmgreduction.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 26712 |
Armour Attr /14 ⍟
Name | Show Full Descriptions |
---|---|
ID | armour2024 |
Icon | Art/2DArt/SkillIcons/passives/dmgreduction.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 35288 |
10% increased Armour
Armour Attr /14 ⍟
Name | Show Full Descriptions |
---|---|
ID | armour_endurance_charge2373 |
Icon | Art/2DArt/SkillIcons/passives/dmgreduction.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 2957 |
Armour Attr /14 ⍟
Name | Show Full Descriptions |
---|---|
ID | armour_endurance_charge2374 |
Icon | Art/2DArt/SkillIcons/passives/dmgreduction.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 64221 |
Armour Attr /14 ⍟
Name | Show Full Descriptions |
---|---|
ID | armour_endurance_charge2375_ |
Icon | Art/2DArt/SkillIcons/passives/dmgreduction.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | true |
isRoyale | false |
PassiveSkillsHash | 39678 |
Armour Attr /15 ⍟
Name | Show Full Descriptions |
---|---|
ID | affliction_armour |
Source | Cluster Jewel |
Icon | Art/2DArt/SkillIcons/passives/ArmourNode.png |
isKeystone | false |
isNotable | false |
isAscendancyStart | false |
isMultipleChoice | false |
isMultipleChoiceOption | false |
isBlighted | false |
isJewelSocket | false |
isMastery | false |
isProxy | false |
isUsed | false |
isRoyale | false |
PassiveSkillsHash | 3879 |
Support Gem /1
Item mods /226
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Reinforced | 3 | Prefix | (15–26)% increased Armour defences | str_armour 1000 default 0 |
Layered | 17 | Prefix | (27–42)% increased Armour defences | str_armour 1000 default 0 |
Lobstered | 29 | Prefix | (43–55)% increased Armour defences | str_armour 1000 default 0 |
Buttressed | 42 | Prefix | (56–67)% increased Armour defences | str_armour 1000 default 0 |
Thickened | 60 | Prefix | (68–79)% increased Armour defences | str_armour 1000 default 0 |
Girded | 72 | Prefix | (80–91)% increased Armour defences | str_armour 1000 default 0 |
Impregnable | 84 | Prefix | (92–100)% increased Armour defences | str_armour 1000 default 0 |
Impenetrable | 86 | Prefix | (101–110)% increased Armour defences | int_armour 0 str_dex_armour 0 str_int_armour 0 dex_armour 0 dex_int_armour 0 str_dex_int_armour 0 body_armour 1000 shield 1000 default 0 |
Infixed | 3 | Prefix | (15–26)% increased Armour and Energy Shield defences | str_int_armour 1000 default 0 |
Ingrained | 19 | Prefix | (27–42)% increased Armour and Energy Shield defences | str_int_armour 1000 default 0 |
Instilled | 30 | Prefix | (43–55)% increased Armour and Energy Shield defences | str_int_armour 1000 default 0 |
Infused | 44 | Prefix | (56–67)% increased Armour and Energy Shield defences | str_int_armour 1000 default 0 |
Inculcated | 60 | Prefix | (68–79)% increased Armour and Energy Shield defences | str_int_armour 1000 default 0 |
Interpolated | 72 | Prefix | (80–91)% increased Armour and Energy Shield defences | str_int_armour 1000 default 0 |
Inspired | 84 | Prefix | (92–100)% increased Armour and Energy Shield defences | str_int_armour 1000 default 0 |
Interpermeated | 86 | Prefix | (101–110)% increased Armour and Energy Shield defences | int_armour 0 str_dex_armour 0 dex_armour 0 str_armour 0 dex_int_armour 0 str_dex_int_armour 0 body_armour 1000 shield 1000 default 0 |
Scrapper's | 3 | Prefix | (15–26)% increased Armour and Evasion defences | str_dex_armour 1000 default 0 |
Brawler's | 19 | Prefix | (27–42)% increased Armour and Evasion defences | str_dex_armour 1000 default 0 |
Fencer's | 30 | Prefix | (43–55)% increased Armour and Evasion defences | str_dex_armour 1000 default 0 |
Gladiator's | 44 | Prefix | (56–67)% increased Armour and Evasion defences | str_dex_armour 1000 default 0 |
Duelist's | 60 | Prefix | (68–79)% increased Armour and Evasion defences | str_dex_armour 1000 default 0 |
Hero's | 72 | Prefix | (80–91)% increased Armour and Evasion defences | str_dex_armour 1000 default 0 |
Legend's | 84 | Prefix | (92–100)% increased Armour and Evasion defences | str_dex_armour 1000 default 0 |
Victor's | 86 | Prefix | (101–110)% increased Armour and Evasion defences | int_armour 0 str_int_armour 0 dex_armour 0 str_armour 0 dex_int_armour 0 str_dex_int_armour 0 body_armour 1000 shield 1000 default 0 |
Shadowy | 3 | Prefix | (27–42)% increased Armour, Evasion and Energy Shield defences | str_dex_int_armour 1000 default 0 |
Ethereal | 19 | Prefix | (43–55)% increased Armour, Evasion and Energy Shield defences | str_dex_int_armour 1000 default 0 |
Unworldly | 30 | Prefix | (56–67)% increased Armour, Evasion and Energy Shield defences | str_dex_int_armour 1000 default 0 |
Ephemeral | 44 | Prefix | (68–79)% increased Armour, Evasion and Energy Shield defences | str_dex_int_armour 1000 default 0 |
Evanescent | 60 | Prefix | (80–91)% increased Armour, Evasion and Energy Shield defences | str_dex_int_armour 1000 default 0 |
Unreal | 72 | Prefix | (92–100)% increased Armour, Evasion and Energy Shield defences | str_dex_int_armour 1000 default 0 |
Incorporeal | 85 | Prefix | (101–110)% increased Armour, Evasion and Energy Shield defences | int_armour 0 str_int_armour 0 dex_armour 0 str_armour 0 str_dex_armour 0 dex_int_armour 0 body_armour 1000 default 0 |
Beetle's | 1 | Prefix | (6–13)% increased Armour (6–7)% increased Stun and Block Recovery defences | str_armour 1000 default 0 |
Crab's | 17 | Prefix | (14–20)% increased Armour (8–9)% increased Stun and Block Recovery defences | str_armour 1000 default 0 |
Armadillo's | 29 | Prefix | (21–26)% increased Armour (10–11)% increased Stun and Block Recovery defences | str_armour 1000 default 0 |
Rhino's | 42 | Prefix | (27–32)% increased Armour (12–13)% increased Stun and Block Recovery defences | str_armour 1000 default 0 |
Elephant's | 60 | Prefix | (33–38)% increased Armour (14–15)% increased Stun and Block Recovery defences | str_armour 1000 default 0 |
Mammoth's | 78 | Prefix | (39–42)% increased Armour (16–17)% increased Stun and Block Recovery defences | str_armour 1000 default 0 |
Pixie's | 2 | Prefix | (6–13)% increased Armour and Energy Shield (6–7)% increased Stun and Block Recovery defences | str_int_armour 1000 default 0 |
Gremlin's | 19 | Prefix | (14–20)% increased Armour and Energy Shield (8–9)% increased Stun and Block Recovery defences | str_int_armour 1000 default 0 |
Boggart's | 30 | Prefix | (21–26)% increased Armour and Energy Shield (10–11)% increased Stun and Block Recovery defences | str_int_armour 1000 default 0 |
Naga's | 44 | Prefix | (27–32)% increased Armour and Energy Shield (12–13)% increased Stun and Block Recovery defences | str_int_armour 1000 default 0 |
Djinn's | 60 | Prefix | (33–38)% increased Armour and Energy Shield (14–15)% increased Stun and Block Recovery defences | str_int_armour 1000 default 0 |
Seraphim's | 78 | Prefix | (39–42)% increased Armour and Energy Shield (16–17)% increased Stun and Block Recovery defences | str_int_armour 1000 default 0 |
Beetle's | 2 | Prefix | (6–13)% increased Armour and Evasion (6–7)% increased Stun and Block Recovery defences | str_dex_armour 1000 default 0 |
Crab's | 19 | Prefix | (14–20)% increased Armour and Evasion (8–9)% increased Stun and Block Recovery defences | str_dex_armour 1000 default 0 |
Armadillo's | 30 | Prefix | (21–26)% increased Armour and Evasion (10–11)% increased Stun and Block Recovery defences | str_dex_armour 1000 default 0 |
Rhino's | 44 | Prefix | (27–32)% increased Armour and Evasion (12–13)% increased Stun and Block Recovery defences | str_dex_armour 1000 default 0 |
Elephant's | 60 | Prefix | (33–38)% increased Armour and Evasion (14–15)% increased Stun and Block Recovery defences | str_dex_armour 1000 default 0 |
Mammoth's | 78 | Prefix | (39–42)% increased Armour and Evasion (16–17)% increased Stun and Block Recovery defences | str_dex_armour 1000 default 0 |
Mosquito's | 2 | Prefix | (6–13)% increased Armour, Evasion and Energy Shield (6–7)% increased Stun and Block Recovery defences | str_dex_int_armour 1000 default 0 |
Moth's | 19 | Prefix | (14–20)% increased Armour, Evasion and Energy Shield (8–9)% increased Stun and Block Recovery defences | str_dex_int_armour 1000 default 0 |
Butterfly's | 30 | Prefix | (21–26)% increased Armour, Evasion and Energy Shield (10–11)% increased Stun and Block Recovery defences | str_dex_int_armour 1000 default 0 |
Wasp's | 44 | Prefix | (27–32)% increased Armour, Evasion and Energy Shield (12–13)% increased Stun and Block Recovery defences | str_dex_int_armour 1000 default 0 |
Dragonfly's | 60 | Prefix | (33–38)% increased Armour, Evasion and Energy Shield (14–15)% increased Stun and Block Recovery defences | str_dex_int_armour 1000 default 0 |
Hummingbird's | 78 | Prefix | (39–42)% increased Armour, Evasion and Energy Shield (16–17)% increased Stun and Block Recovery defences | str_dex_int_armour 1000 default 0 |
Reinforced | 2 | Prefix | (4–8)% increased Armour defences | amulet 1000 default 0 |
Layered | 18 | Prefix | (9–13)% increased Armour defences | amulet 1000 default 0 |
Lobstered | 30 | Prefix | (14–18)% increased Armour defences | amulet 1000 default 0 |
Buttressed | 42 | Prefix | (19–23)% increased Armour defences | amulet 1000 default 0 |
Thickened | 56 | Prefix | (24–28)% increased Armour defences | amulet 1000 default 0 |
Girded | 70 | Prefix | (29–32)% increased Armour defences | amulet 1000 default 0 |
Impregnable | 77 | Prefix | (33–36)% increased Armour defences | amulet 1000 default 0 |
Lacquered | 1 | Prefix | +(3–10) to Armour defences | belt 1000 default 0 |
Studded | 18 | Prefix | +(11–35) to Armour defences | belt 1000 default 0 |
Ribbed | 30 | Prefix | +(36–60) to Armour defences | belt 1000 default 0 |
Fortified | 44 | Prefix | +(61–138) to Armour defences | belt 1000 default 0 |
Plated | 57 | Prefix | +(139–322) to Armour defences | belt 1000 default 0 |
Carapaced | 71 | Prefix | +(323–400) to Armour defences | belt 1000 default 0 |
Encased | 83 | Prefix | +(401–460) to Armour defences | belt 1000 default 0 |
Enveloped | 86 | Prefix | +(461–540) to Armour defences | belt 1000 default 0 |
Lacquered | 1 | Prefix | +(6–12) to Armour defences | str_armour 1000 str_dex_int_armour 166 default 0 |
Studded | 11 | Prefix | +(13–35) to Armour defences | str_armour 1000 str_dex_int_armour 166 default 0 |
Ribbed | 17 | Prefix | +(36–63) to Armour defences | str_armour 1000 str_dex_int_armour 166 default 0 |
Fortified | 23 | Prefix | +(64–82) to Armour defences | str_armour 1000 str_dex_int_armour 166 default 0 |
Plated | 29 | Prefix | +(83–101) to Armour defences | str_armour 1000 str_dex_int_armour 166 default 0 |
Carapaced | 35 | Prefix | +(102–120) to Armour defences | str_armour 1000 str_dex_int_armour 166 default 0 |
Encased | 43 | Prefix | +(121–150) to Armour defences | str_armour 1000 str_dex_int_armour 166 default 0 |
Enveloped | 51 | Prefix | +(151–200) to Armour defences | gloves 0 boots 0 str_armour 1000 str_dex_int_armour 166 default 0 |
Abating | 60 | Prefix | +(201–300) to Armour defences | helmet 0 gloves 0 boots 0 str_armour 1000 str_dex_int_armour 166 default 0 |
Unmoving | 69 | Prefix | +(301–400) to Armour defences | helmet 0 gloves 0 boots 0 str_armour 1000 str_dex_int_armour 166 default 0 |
Impervious | 77 | Prefix | +(401–500) to Armour defences | shield 0 helmet 0 gloves 0 boots 0 str_armour 1000 str_dex_int_armour 166 default 0 |
Supple | 1 | Prefix | +(5–9) to Armour +(5–9) to Evasion Rating defences | str_dex_armour 1000 str_dex_int_armour 166 default 0 |
Pliant | 18 | Prefix | +(10–27) to Armour +(10–27) to Evasion Rating defences | str_dex_armour 1000 str_dex_int_armour 166 default 0 |
Flexible | 30 | Prefix | +(28–48) to Armour +(28–48) to Evasion Rating defences | str_dex_armour 1000 str_dex_int_armour 166 default 0 |
Durable | 38 | Prefix | +(49–85) to Armour +(49–85) to Evasion Rating defences | str_dex_armour 1000 str_dex_int_armour 166 default 0 |
Sturdy | 46 | Prefix | +(86–145) to Armour +(86–145) to Evasion Rating defences | boots 0 gloves 0 str_dex_armour 1000 str_dex_int_armour 166 default 0 |
Resilient | 58 | Prefix | +(146–220) to Armour +(146–220) to Evasion Rating defences | boots 0 gloves 0 helmet 0 str_dex_armour 1000 str_dex_int_armour 166 default 0 |
Adaptable | 69 | Prefix | +(221–300) to Armour +(221–300) to Evasion Rating defences | boots 0 gloves 0 helmet 0 str_dex_armour 1000 str_dex_int_armour 166 default 0 |
Versatile | 79 | Prefix | +(301–375) to Armour +(301–375) to Evasion Rating defences | shield 0 boots 0 gloves 0 helmet 0 str_dex_armour 1000 str_dex_int_armour 166 default 0 |
Blessed | 1 | Prefix | +(5–9) to Armour +(3–4) to maximum Energy Shield defences | str_int_armour 1000 str_dex_int_armour 166 default 0 |
Anointed | 18 | Prefix | +(10–27) to Armour +(5–12) to maximum Energy Shield defences | str_int_armour 1000 str_dex_int_armour 166 default 0 |
Sanctified | 30 | Prefix | +(28–48) to Armour +(13–22) to maximum Energy Shield defences | str_int_armour 1000 str_dex_int_armour 166 default 0 |
Hallowed | 38 | Prefix | +(49–85) to Armour +(23–28) to maximum Energy Shield defences | str_int_armour 1000 str_dex_int_armour 166 default 0 |
Beatified | 46 | Prefix | +(86–145) to Armour +(29–48) to maximum Energy Shield defences | boots 0 gloves 0 str_int_armour 1000 str_dex_int_armour 166 default 0 |
Consecrated | 58 | Prefix | +(146–220) to Armour +(49–60) to maximum Energy Shield defences | boots 0 gloves 0 helmet 0 str_int_armour 1000 str_dex_int_armour 166 default 0 |
Saintly | 69 | Prefix | +(221–300) to Armour +(61–72) to maximum Energy Shield defences | boots 0 gloves 0 helmet 0 str_int_armour 1000 str_dex_int_armour 166 default 0 |
Godly | 79 | Prefix | +(301–375) to Armour +(73–80) to maximum Energy Shield defences | shield 0 boots 0 gloves 0 helmet 0 str_int_armour 1000 str_dex_int_armour 166 default 0 |
Oyster's | 30 | Prefix | +(20–32) to Armour +(18–23) to maximum Life resource life defences | str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 333 default 0 |
Urchin's | 46 | Prefix | +(33–48) to Armour +(24–28) to maximum Life resource life defences | str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 333 default 0 |
Nautilus's | 62 | Prefix | +(49–96) to Armour +(29–33) to maximum Life resource life defences | boots 0 gloves 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 333 default 0 |
Crocodile's | 78 | Prefix | +(97–144) to Armour +(34–38) to maximum Life resource life defences | shield 0 boots 0 gloves 0 helmet 0 str_armour 500 str_dex_armour 250 str_int_armour 250 str_dex_int_armour 166 default 0 |
1 | Corrupted | +(35–60) Armour while stationary defences | boots 1000 default 0 | |
31 | Corrupted | +(61–138) Armour while stationary defences | boots 1000 default 0 | |
75 | Corrupted | +(139–322) Armour while stationary defences | boots 500 default 0 | |
The Elder's | 75 | Prefix | (11–20)% chance to Defend with 200% of Armour defences | belt_elder 400 default 0 |
The Elder's | 80 | Prefix | (21–30)% chance to Defend with 200% of Armour defences | belt_elder 400 default 0 |
The Shaper's | 75 | Prefix | (21–25)% increased Energy Shield from Equipped Body Armour defences | belt_shaper 400 default 0 |
The Shaper's | 80 | Prefix | (26–30)% increased Energy Shield from Equipped Body Armour defences | belt_shaper 400 default 0 |
The Elder's | 68 | Prefix | +(500–650) Armour if you've Blocked Recently defences | shield_elder 800 default 0 |
The Elder's | 75 | Prefix | +(651–800) Armour if you've Blocked Recently defences | shield_elder 800 default 0 |
Warlord's | 68 | Prefix | (7–9)% increased Armour defences | belt_adjudicator 500 ring_adjudicator 500 default 0 |
Warlord's | 78 | Prefix | (10–12)% increased Armour defences | belt_adjudicator 500 ring_adjudicator 500 default 0 |
Warlord's | 82 | Prefix | (13–15)% increased Armour defences | belt_adjudicator 500 ring_adjudicator 500 default 0 |
1 | ScourgeUpside | +(30–33) to Armour defences | body_armour 0 helmet 0 shield 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 300 default 0 | |
45 | ScourgeUpside | +(34–37) to Armour defences | body_armour 0 helmet 0 shield 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 300 default 0 | |
68 | ScourgeUpside | +(38–41) to Armour defences | body_armour 0 helmet 0 shield 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 300 default 0 | |
68 | ScourgeUpside | +(42–45) to Armour defences | body_armour 0 helmet 0 shield 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 300 default 0 | |
1 | ScourgeUpside | +(33–39) to Armour defences | body_armour 0 gloves 0 boots 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 300 default 0 | |
45 | ScourgeUpside | +(40–46) to Armour defences | body_armour 0 gloves 0 boots 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 300 default 0 | |
68 | ScourgeUpside | +(47–53) to Armour defences | body_armour 0 gloves 0 boots 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 300 default 0 | |
68 | ScourgeUpside | +(54–60) to Armour defences | body_armour 0 gloves 0 boots 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 300 default 0 | |
1 | ScourgeUpside | +(31–60) to Armour defences | helmet 0 shield 0 gloves 0 boots 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 300 default 0 | |
45 | ScourgeUpside | +(61–90) to Armour defences | helmet 0 shield 0 gloves 0 boots 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 300 default 0 | |
68 | ScourgeUpside | +(91–120) to Armour defences | helmet 0 shield 0 gloves 0 boots 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 300 default 0 | |
68 | ScourgeUpside | +(121–150) to Armour defences | helmet 0 shield 0 gloves 0 boots 0 str_armour 1000 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 300 default 0 | |
1 | ScourgeDownside | (21–30)% reduced Armour, Evasion and Energy Shield defences | armour 1000 default 0 | |
1 | ScourgeDownside | (31–40)% reduced Armour, Evasion and Energy Shield defences | armour 1000 default 0 | |
45 | ScourgeDownside | (41–50)% reduced Armour, Evasion and Energy Shield defences | armour 1000 default 0 | |
68 | ScourgeDownside | (51–60)% reduced Armour, Evasion and Energy Shield defences | armour 1000 default 0 | |
75 | BlueImplicit | (33–35)% increased Armour from Equipped Helmet and Gloves | no_tier_6_eldritch_implicit 0 boots 1000 default 0 | |
75 | BlueImplicit | (36–38)% increased Armour from Equipped Helmet and Gloves | no_tier_5_eldritch_implicit 0 boots 1000 default 0 | |
75 | BlueImplicit | (39–41)% increased Armour from Equipped Helmet and Gloves | no_tier_4_eldritch_implicit 0 boots 1000 default 0 | |
75 | BlueImplicit | (42–44)% increased Armour from Equipped Helmet and Gloves | no_tier_3_eldritch_implicit 0 boots 1000 default 0 | |
75 | BlueImplicit | (45–47)% increased Armour from Equipped Helmet and Gloves | no_tier_2_eldritch_implicit 0 boots 1000 default 0 | |
75 | BlueImplicit | (48–50)% increased Armour from Equipped Helmet and Gloves | no_tier_1_eldritch_implicit 0 boots 1000 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (45–47)% increased Armour from Equipped Helmet and Gloves defences | no_tier_5_eldritch_implicit 0 boots 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (48–50)% increased Armour from Equipped Helmet and Gloves defences | no_tier_4_eldritch_implicit 0 boots 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (51–53)% increased Armour from Equipped Helmet and Gloves defences | no_tier_3_eldritch_implicit 0 boots 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (54–57)% increased Armour from Equipped Helmet and Gloves defences | no_tier_2_eldritch_implicit 0 boots 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (58–61)% increased Armour from Equipped Helmet and Gloves defences | no_tier_1_eldritch_implicit 0 boots 500 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (57–59)% increased Armour from Equipped Helmet and Gloves defences | no_tier_4_eldritch_implicit 0 boots 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (60–62)% increased Armour from Equipped Helmet and Gloves defences | no_tier_3_eldritch_implicit 0 boots 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (63–66)% increased Armour from Equipped Helmet and Gloves defences | no_tier_2_eldritch_implicit 0 boots 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (67–70)% increased Armour from Equipped Helmet and Gloves defences | no_tier_1_eldritch_implicit 0 boots 200 default 0 | |
75 | RedImplicit | (15–17)% increased Arctic Armour Buff Effect | no_tier_6_eldritch_implicit 0 body_armour 300 default 0 | |
75 | RedImplicit | (18–20)% increased Arctic Armour Buff Effect | no_tier_5_eldritch_implicit 0 body_armour 300 default 0 | |
75 | RedImplicit | (21–23)% increased Arctic Armour Buff Effect | no_tier_4_eldritch_implicit 0 body_armour 300 default 0 | |
75 | RedImplicit | (24–26)% increased Arctic Armour Buff Effect | no_tier_3_eldritch_implicit 0 body_armour 300 default 0 | |
75 | RedImplicit | (27–29)% increased Arctic Armour Buff Effect | no_tier_2_eldritch_implicit 0 body_armour 300 default 0 | |
75 | RedImplicit | (30–32)% increased Arctic Armour Buff Effect | no_tier_1_eldritch_implicit 0 body_armour 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (27–29)% increased Arctic Armour Buff Effect | no_tier_5_eldritch_implicit 0 body_armour 150 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (30–32)% increased Arctic Armour Buff Effect | no_tier_4_eldritch_implicit 0 body_armour 150 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (33–35)% increased Arctic Armour Buff Effect | no_tier_3_eldritch_implicit 0 body_armour 150 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (36–38)% increased Arctic Armour Buff Effect | no_tier_2_eldritch_implicit 0 body_armour 150 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (39–41)% increased Arctic Armour Buff Effect | no_tier_1_eldritch_implicit 0 body_armour 150 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (39–41)% increased Arctic Armour Buff Effect | no_tier_4_eldritch_implicit 0 body_armour 60 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (42–44)% increased Arctic Armour Buff Effect | no_tier_3_eldritch_implicit 0 body_armour 60 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (45–47)% increased Arctic Armour Buff Effect | no_tier_2_eldritch_implicit 0 body_armour 60 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (48–50)% increased Arctic Armour Buff Effect | no_tier_1_eldritch_implicit 0 body_armour 60 default 0 | |
75 | BlueImplicit | (17–18)% increased Armour defences | no_tier_6_eldritch_implicit 0 body_armour 1000 amulet 1000 default 0 | |
75 | BlueImplicit | (19–20)% increased Armour defences | no_tier_5_eldritch_implicit 0 body_armour 1000 amulet 1000 default 0 | |
75 | BlueImplicit | (21–22)% increased Armour defences | no_tier_4_eldritch_implicit 0 body_armour 1000 amulet 1000 default 0 | |
75 | BlueImplicit | (23–24)% increased Armour defences | no_tier_3_eldritch_implicit 0 body_armour 1000 amulet 1000 default 0 | |
75 | BlueImplicit | (25–26)% increased Armour defences | no_tier_2_eldritch_implicit 0 body_armour 1000 amulet 1000 default 0 | |
75 | BlueImplicit | (27–28)% increased Armour defences | no_tier_1_eldritch_implicit 0 body_armour 1000 amulet 1000 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (25–26)% increased Armour defences | no_tier_5_eldritch_implicit 0 body_armour 500 amulet 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (27–28)% increased Armour defences | no_tier_4_eldritch_implicit 0 body_armour 500 amulet 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (29–30)% increased Armour defences | no_tier_3_eldritch_implicit 0 body_armour 500 amulet 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (31–32)% increased Armour defences | no_tier_2_eldritch_implicit 0 body_armour 500 amulet 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (33–34)% increased Armour defences | no_tier_1_eldritch_implicit 0 body_armour 500 amulet 500 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (33–34)% increased Armour defences | no_tier_4_eldritch_implicit 0 body_armour 200 amulet 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (35–36)% increased Armour defences | no_tier_3_eldritch_implicit 0 body_armour 200 amulet 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (37–38)% increased Armour defences | no_tier_2_eldritch_implicit 0 body_armour 200 amulet 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (39–40)% increased Armour defences | no_tier_1_eldritch_implicit 0 body_armour 200 amulet 200 default 0 | |
15 | WeaponTree | 50% reduced Armour, Evasion and Energy Shield +60 to maximum Life | shield 500 default 0 | |
45 | WeaponTree | 50% reduced Armour, Evasion and Energy Shield +75 to maximum Life | shield 500 default 0 | |
70 | WeaponTree | 50% reduced Armour, Evasion and Energy Shield +80 to maximum Life | shield 500 default 0 | |
1 | WeaponTree | +20 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 1000 default 0 | |
24 | WeaponTree | +35 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 1000 default 0 | |
50 | WeaponTree | +50 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 1000 default 0 | |
68 | WeaponTree | +65 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 1000 default 0 | |
82 | WeaponTree | +80 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
20 | WeaponTree | +100 to Armour 10% increased Damage taken from Damage Over Time | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
55 | WeaponTree | +125 to Armour 10% increased Damage taken from Damage Over Time | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
83 | WeaponTree | +150 to Armour 10% increased Damage taken from Damage Over Time | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
20 | WeaponTree | You take 20% increased Extra Damage from Critical Strikes +100 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
55 | WeaponTree | You take 20% increased Extra Damage from Critical Strikes +125 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
83 | WeaponTree | You take 20% increased Extra Damage from Critical Strikes +150 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
1 | WeaponTree | 5% increased Strength +20 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
40 | WeaponTree | 5% increased Strength +30 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
65 | WeaponTree | 5% increased Strength +40 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
1 | WeaponTree | 50% increased Implicit Modifier magnitudes +20 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
40 | WeaponTree | 50% increased Implicit Modifier magnitudes +30 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
65 | WeaponTree | 50% increased Implicit Modifier magnitudes +40 to Armour | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
1 | WeaponTree | +20 to Armour +2% Chance to Block | crucible_unique_helmet 0 int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
40 | WeaponTree | +30 to Armour +2% Chance to Block | crucible_unique_helmet 0 int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
65 | WeaponTree | +40 to Armour +2% Chance to Block | crucible_unique_helmet 0 int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
1 | WeaponTree | 40% reduced Armour, Evasion and Energy Shield +6% Chance to Block | crucible_unique_helmet 0 shield 250 default 0 | |
35 | WeaponTree | 40% reduced Armour, Evasion and Energy Shield +7% Chance to Block | crucible_unique_helmet 0 shield 250 default 0 | |
70 | WeaponTree | 40% reduced Armour, Evasion and Energy Shield +8% Chance to Block | crucible_unique_helmet 0 shield 250 default 0 | |
10 | WeaponTree | 40% increased Armour, Evasion and Energy Shield 5% reduced maximum Life | shield 250 default 0 | |
42 | WeaponTree | 50% increased Armour, Evasion and Energy Shield 5% reduced maximum Life | shield 250 default 0 | |
75 | WeaponTree | 60% increased Armour, Evasion and Energy Shield 5% reduced maximum Life | shield 250 default 0 | |
1 | WeaponTree | 40% increased Armour, Evasion and Energy Shield -5% Chance to Block | crucible_unique_helmet 0 shield 250 default 0 | |
35 | WeaponTree | 50% increased Armour, Evasion and Energy Shield -5% Chance to Block | crucible_unique_helmet 0 shield 250 default 0 | |
70 | WeaponTree | 60% increased Armour, Evasion and Energy Shield -5% Chance to Block | crucible_unique_helmet 0 shield 250 default 0 | |
1 | WeaponTree | 24% increased Armour, Evasion and Energy Shield | shield 500 default 0 | |
35 | WeaponTree | 32% increased Armour, Evasion and Energy Shield | shield 500 default 0 | |
70 | WeaponTree | 40% increased Armour, Evasion and Energy Shield | shield 500 default 0 | |
20 | WeaponTree | 15% increased Armour, Evasion and Energy Shield 40% reduced Reflected Damage taken | shield 250 default 0 | |
20 | WeaponTree | 20% increased Armour, Evasion and Energy Shield 40% reduced Reflected Damage taken | shield 250 default 0 | |
20 | WeaponTree | 25% increased Armour, Evasion and Energy Shield 40% reduced Reflected Damage taken | shield 250 default 0 | |
10 | WeaponTree | 25% increased Attack Damage with Off Hand 15% increased Armour, Evasion and Energy Shield | shield 250 default 0 | |
42 | WeaponTree | 25% increased Attack Damage with Off Hand 20% increased Armour, Evasion and Energy Shield | shield 250 default 0 | |
75 | WeaponTree | 25% increased Attack Damage with Off Hand 25% increased Armour, Evasion and Energy Shield | shield 250 default 0 | |
1 | WeaponTree | 25% reduced Armour, Evasion and Energy Shield +10% to all Elemental Resistances | shield 200 default 0 | |
35 | WeaponTree | 25% reduced Armour, Evasion and Energy Shield +12% to all Elemental Resistances | shield 200 default 0 | |
70 | WeaponTree | 25% reduced Armour, Evasion and Energy Shield +14% to all Elemental Resistances | shield 200 default 0 | |
25 | WeaponTree | Minions have +350 to Armour | two_hand_weapon 0 weapon_can_roll_minion_modifiers 2000 minion_unique_weapon 2000 default 0 | |
55 | WeaponTree | Minions have +500 to Armour | two_hand_weapon 0 weapon_can_roll_minion_modifiers 2000 minion_unique_weapon 2000 default 0 | |
25 | WeaponTree | Minions have +700 to Armour | one_hand_weapon 0 weapon_can_roll_minion_modifiers 2000 minion_unique_weapon 2000 default 0 | |
55 | WeaponTree | Minions have +1000 to Armour | one_hand_weapon 0 weapon_can_roll_minion_modifiers 2000 minion_unique_weapon 2000 default 0 | |
1 | WeaponTree | Tectonic Slam and Infernal Blow deal 1% increased Attack Damage per 700 Armour | two_hand_weapon 0 shield 500 sword 1000 mace 1000 sceptre 1000 axe 1000 staff 1000 default 0 | |
1 | WeaponTree | Tectonic Slam and Infernal Blow deal 1% increased Attack Damage per 450 Armour | one_hand_weapon 0 sword 1000 mace 1000 sceptre 1000 axe 1000 staff 1000 default 0 | |
1 | WeaponTree | Shield Crush and Spectral Shield Throw do not gain Added Physical Damage based on Armour or Evasion on shield Shield Crush and Spectral Shield Throw gains 30 to 50 Added Lightning Damage per 15 Energy Shield on Shield 100% of Shield Crush and Spectral Shield Throw Physical Damage Converted to Lightning Damage | crucible_unique_helmet 0 shield 1000 default 0 | |
1 | WeaponTree | Shield Crush and Spectral Shield Throw do not gain Added Physical Damage based on Armour or Evasion on shield Shield Crush and Spectral Shield Throw gains 15 to 25 Added Lightning Damage per 15 Energy Shield on Shield 100% of Shield Crush and Spectral Shield Throw Physical Damage Converted to Lightning Damage | crucible_unique_helmet 1000 default 0 |
Enchantment Modifier /7
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Enchantment Arctic Armour Buff Effect 1 | 66 | Enchantment | 24% increased Arctic Armour Buff Effect | helmet 0 default 0 |
Enchantment Arctic Armour Buff Effect 2 | 75 | Enchantment | 36% increased Arctic Armour Buff Effect | helmet 0 default 0 |
Enchantment Arctic Armour Mana Reservation 1 | 66 | Enchantment | Arctic Armour has 40% increased Mana Reservation Efficiency resource mana | helmet 0 default 0 |
Enchantment Arctic Armour Mana Reservation 2 | 75 | Enchantment | Arctic Armour has 60% increased Mana Reservation Efficiency resource mana | helmet 0 default 0 |
Enchantment Arctic Armour Mana Reservation 1 | 66 | Enchantment | Arctic Armour has 50% increased Mana Reservation Efficiency resource mana | helmet 100 default 0 |
Enchantment Arctic Armour Mana Reservation 2 | 75 | Enchantment | Arctic Armour has 75% increased Mana Reservation Efficiency resource mana | helmet 100 default 0 |
83 | Enchantment | +300 to Armour while Fortified defences | belt 1 default 0 |
Monsters mods /9
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | 40% increased Armour defences | ||
1 | Unique | 1000% increased Armour stance movement speed +% final [100] defences speed | ||
1 | Unique | 1000% increased Armour stance movement speed +% final [50] defences speed | ||
of Steel | 1 | Unique | 40% increased Global Physical Damage 30% additional Physical Damage Reduction Overwhelm 10% Physical Damage Reduction 250% increased Stun Threshold blood and armour type override robot [1] | no_common_monster_mods 0 default 5000 |
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 [0] royale monster weapon drop chance permyriad [80] | ||
1 | Unique | 100% increased Armour and Evasion Rating when on Low Life You have Onslaught while on Low Life | ||
1 | Unique | 5% increased Attack Damage per 450 Armour damage attack | ||
1 | Unique | necropolis exclusive craft ward armour [50] | ||
1 | Unique | necropolis exclusive craft ritual armour [50] |
Abyss Jewel mods /5
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Lacquered | 1 | Prefix | +(36–60) to Armour defences | default 600 |
Fortified | 40 | Prefix | +(61–100) to Armour defences | default 600 |
Carapaced | 75 | Prefix | +(101–180) to Armour defences | default 600 |
Encased | 83 | Prefix | +(181–250) to Armour defences | default 300 |
of the Guardian | 1 | Suffix | (20–30)% increased Armour if you haven't Killed Recently defences | abyss_jewel_melee 500 abyss_jewel_ranged 250 abyss_jewel_caster 250 abyss_jewel_summoner 0 default 0 |
Cluster Jewel mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Lacquered | 1 | Prefix | Added Small Passive Skills also grant: +(11–20) to Armour defences | expansion_jewel_large 500 expansion_jewel_medium 500 default 0 |
Studded | 68 | Prefix | Added Small Passive Skills also grant: +(21–30) to Armour defences | expansion_jewel_large 400 expansion_jewel_medium 400 default 0 |
Ribbed | 84 | Prefix | Added Small Passive Skills also grant: +(31–40) to Armour defences | expansion_jewel_large 300 expansion_jewel_medium 300 default 0 |
Lacquered | 1 | Prefix | Added Small Passive Skills also grant: +(11–20) to Armour defences | expansion_jewel_small 500 default 0 |
Studded | 68 | Prefix | Added Small Passive Skills also grant: +(21–30) to Armour defences | expansion_jewel_small 400 default 0 |
Ribbed | 73 | Prefix | Added Small Passive Skills also grant: +(31–40) to Armour defences | expansion_jewel_small 300 default 0 |
Fortified | 78 | Prefix | Added Small Passive Skills also grant: +(41–53) to Armour defences | expansion_jewel_small 200 default 0 |
Plated | 84 | Prefix | Added Small Passive Skills also grant: +(54–66) to Armour defences | expansion_jewel_small 100 default 0 |
Fossil mods /11
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Underground | 1 | Suffix | +500 to Armour if you've Hit an Enemy Recently defences | abyss_jewel 0 jewel 0 two_hand_weapon 0 sceptre 1600 mace 1600 axe 1600 sword 1600 default 0 |
of the Underground | 1 | Suffix | +1000 to Armour if you've Hit an Enemy Recently defences | abyss_jewel 0 jewel 0 one_hand_weapon 0 staff 1600 mace 1600 axe 1600 sword 1600 default 0 |
of the Underground | 1 | Suffix | +(250–300) to Armour if you've Hit an Enemy Recently defences | jewel 300 abyss_jewel 300 default 0 |
of the Underground | 1 | Suffix | (25–50)% increased Armour defences | abyss_jewel 0 jewel 0 str_armour 0 default 0 |
of the Underground | 1 | Suffix | (25–50)% increased Armour and Evasion defences | abyss_jewel 0 jewel 0 str_dex_armour 0 default 0 |
of the Underground | 1 | Suffix | (25–50)% increased Armour and Energy Shield defences | abyss_jewel 0 jewel 0 str_int_armour 0 default 0 |
of the Underground | 1 | Suffix | (25–50)% increased Armour, Evasion and Energy Shield defences | abyss_jewel 0 jewel 0 str_dex_int_armour 0 default 0 |
of the Underground | 1 | Suffix | (10–20)% chance to Defend with 200% of Armour defences | abyss_jewel 0 jewel 0 shield 0 body_armour 0 gloves 0 helmet 0 str_armour 2000 str_int_armour 2000 str_dex_armour 2000 default 0 |
of the Underground | 1 | Suffix | (20–30)% increased Energy Shield from Equipped Body Armour defences | abyss_jewel 0 jewel 0 ring 1600 amulet 1600 belt 1600 default 0 |
of the Underground | 1 | Suffix | 20% chance to Defend with 200% of Armour defences | abyss_jewel 0 jewel 0 ring 1600 amulet 1600 belt 1600 default 0 |
of the Underground | 1 | Suffix | Ignore all Movement Penalties from Armour speed | abyss_jewel 0 jewel 0 helmet 2000 default 0 |
Map mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Rust | 1 | Suffix | Players have 20% less Armour Players have 20% reduced Chance to Block 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size defences | uber_tier_map 0 low_tier_map 800 expedition_logbook 0 primordial_map 0 default 0 |
of Rust | 1 | Suffix | Players have 15% less Armour Players have 10% reduced Chance to Block 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size defences | uber_tier_map 0 top_tier_map 0 expedition_logbook 800 default 0 |
of Rust | 68 | Suffix | Players have 20% less Armour Players have 20% reduced Chance to Block 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size defences | uber_tier_map 0 top_tier_map 0 expedition_logbook 800 default 0 |
of Rust | 1 | Suffix | Players have 25% less Armour Players have 30% reduced Chance to Block 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size defences | uber_tier_map 0 mid_tier_map 800 expedition_logbook 0 primordial_map 0 default 0 |
of Rust | 73 | Suffix | Players have 25% less Armour Players have 30% reduced Chance to Block 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size defences | uber_tier_map 0 top_tier_map 0 expedition_logbook 800 default 0 |
of Rust | 1 | Suffix | Players have 30% less Armour Players have 40% reduced Chance to Block 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size defences | uber_tier_map 0 top_tier_map 800 maven_map 0 expedition_logbook 0 primordial_map 0 default 0 |
of Rust | 1 | Suffix | Players have 30% less Armour Players have 40% reduced Chance to Block 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area defences | uber_tier_map 0 top_tier_map 0 maven_map 800 primordial_map 800 default 0 |
of Rust | 78 | Suffix | Players have 30% less Armour Players have 40% reduced Chance to Block 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size defences | uber_tier_map 0 top_tier_map 0 expedition_logbook 800 default 0 |
Heist Area mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Rust | 46 | Suffix | Players have 15% less Armour Players have 10% reduced Chance to Block heist contract alert level +% final [0] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] map item drop quantity +% [13] map item drop rarity +% [8] defences | default 800 |
of Rust | 68 | Suffix | Players have 20% less Armour Players have 20% reduced Chance to Block heist contract alert level +% final [0] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] map item drop quantity +% [13] map item drop rarity +% [8] defences | default 800 |
of Rust | 73 | Suffix | Players have 25% less Armour Players have 30% reduced Chance to Block heist contract alert level +% final [0] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] map item drop quantity +% [13] map item drop rarity +% [8] defences | default 800 |
of Rust | 78 | Suffix | Players have 30% less Armour Players have 40% reduced Chance to Block heist contract alert level +% final [0] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] map item drop quantity +% [13] map item drop rarity +% [8] defences | default 800 |
of Distress | 46 | Suffix | Players have 5% less Armour per 25% Alert Level heist contract alert level +% final [-6] heist contract lockdown timer +% [6] heist monster spawner alive limit +% [6] map item drop quantity +% [16] map item drop rarity +% [0] defences | default 800 |
of Distress | 68 | Suffix | Players have 6% less Armour per 25% Alert Level heist contract alert level +% final [-6] heist contract lockdown timer +% [6] heist monster spawner alive limit +% [6] map item drop quantity +% [16] map item drop rarity +% [0] defences | default 800 |
of Distress | 73 | Suffix | Players have 7% less Armour per 25% Alert Level heist contract alert level +% final [-6] heist contract lockdown timer +% [6] heist monster spawner alive limit +% [6] map item drop quantity +% [16] map item drop rarity +% [0] defences | default 800 |
of Distress | 78 | Suffix | Players have 8% less Armour per 25% Alert Level heist contract alert level +% final [-6] heist contract lockdown timer +% [6] heist monster spawner alive limit +% [6] map item drop quantity +% [16] map item drop rarity +% [0] defences | default 800 |
Trinket mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Superstition | 1 | Suffix | (4–5)% chance to receive additional Armour items when opening a Reward Chest in a Heist | default 100 |
of Superstition | 50 | Suffix | (6–7)% chance to receive additional Armour items when opening a Reward Chest in a Heist | default 75 |
of Superstition | 70 | Suffix | (8–10)% chance to receive additional Armour items when opening a Reward Chest in a Heist | default 50 |
Veiled mods /15
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Chosen | 60 | Prefix | (24–28)% increased Armour and Evasion +(17–19) to maximum Life resource life defences | body_armour 0 shield 0 helmet 0 str_dex_armour 1000 default 0 |
Chosen | 60 | Prefix | (24–28)% increased Armour and Energy Shield +(17–19) to maximum Life resource life defences | body_armour 0 shield 0 helmet 0 str_int_armour 1000 default 0 |
Chosen | 60 | Prefix | (24–28)% increased Armour +(17–19) to maximum Life resource life defences | body_armour 0 shield 0 helmet 0 str_armour 1000 default 0 |
Chosen | 60 | Prefix | (24–28)% increased Armour, Evasion and Energy Shield +(17–19) to maximum Life resource life defences | body_armour 0 shield 0 helmet 0 str_dex_int_armour 1000 default 0 |
Chosen | 60 | Prefix | (24–28)% increased Armour and Evasion +(19–22) to maximum Life resource life defences | body_armour 0 gloves 0 boots 0 str_dex_armour 1000 default 0 |
Chosen | 60 | Prefix | (24–28)% increased Armour and Energy Shield +(19–22) to maximum Life resource life defences | body_armour 0 gloves 0 boots 0 str_int_armour 1000 default 0 |
Chosen | 60 | Prefix | (24–28)% increased Armour +(19–22) to maximum Life resource life defences | body_armour 0 gloves 0 boots 0 str_armour 1000 default 0 |
Chosen | 60 | Prefix | (24–28)% increased Armour, Evasion and Energy Shield +(19–22) to maximum Life resource life defences | body_armour 0 gloves 0 boots 0 str_dex_int_armour 1000 default 0 |
Chosen | 60 | Prefix | (24–28)% increased Armour and Evasion +(23–26) to maximum Life resource life defences | shield 0 helmet 0 gloves 0 boots 0 str_dex_armour 1000 default 0 |
Chosen | 60 | Prefix | (24–28)% increased Armour and Energy Shield +(23–26) to maximum Life resource life defences | shield 0 helmet 0 gloves 0 boots 0 str_int_armour 1000 default 0 |
Chosen | 60 | Prefix | (24–28)% increased Armour +(23–26) to maximum Life resource life defences | shield 0 helmet 0 gloves 0 boots 0 str_armour 1000 default 0 |
Chosen | 60 | Prefix | (24–28)% increased Armour, Evasion and Energy Shield +(23–26) to maximum Life resource life defences | shield 0 helmet 0 gloves 0 boots 0 str_dex_int_armour 1000 default 0 |
Chosen | 60 | Prefix | +(365–400) to Armour and Evasion Rating defences | belt 1500 quiver 1500 default 0 |
Chosen | 60 | Prefix | +(365–400) to Armour +(31–35) to maximum Energy Shield defences | belt 1500 default 0 |
Chosen | 60 | Prefix | +(3201–4000) to Armour during Soul Gain Prevention physical | shield 1000 body_armour 1000 default 0 |
Crafting Bench /57
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
(26–35)% increased Armour | 4x Orb of Transmutation | Body Armour · Boots · Gloves · Helmet · Shield | The Crematorium |
(41–50)% increased Armour | 1x Orb of Alchemy | Body Armour · Boots · Gloves · Helmet · Shield | The Karui Fortress |
(56–74)% increased Armour | 2x Chaos Orb | Body Armour · Boots · Gloves · Helmet · Shield | Cage Map |
+(50–75) to Armour | 4x Orb of Transmutation | Body Armour · Boots · Gloves · Helmet · Shield | The Crematorium |
+(100–150) to Armour | 1x Orb of Alchemy | Body Armour · Helmet · Shield | The Karui Fortress |
+(250–320) to Armour | 2x Chaos Orb | Body Armour · Shield | Cage Map |
(26–35)% increased Armour and Evasion | 4x Orb of Transmutation | Body Armour · Boots · Gloves · Helmet · Shield | The Crematorium |
(41–50)% increased Armour and Evasion | 1x Orb of Alchemy | Body Armour · Boots · Gloves · Helmet · Shield | The Karui Fortress |
(56–74)% increased Armour and Evasion | 2x Chaos Orb | Body Armour · Boots · Gloves · Helmet · Shield | Cage Map |
(26–35)% increased Armour and Energy Shield | 4x Orb of Transmutation | Body Armour · Boots · Gloves · Helmet · Shield | The Crematorium |
(41–50)% increased Armour and Energy Shield | 1x Orb of Alchemy | Body Armour · Boots · Gloves · Helmet · Shield | The Karui Fortress |
(56–74)% increased Armour and Energy Shield | 2x Chaos Orb | Body Armour · Boots · Gloves · Helmet · Shield | Cage Map |
(12–14)% increased Armour and Evasion +(8–9) to maximum Life | 8x Orb of Alteration | Boots · Gloves | Betrayal Unveil |
(15–17)% increased Armour and Evasion +(10–11) to maximum Life | 2x Orb of Alchemy | Boots · Gloves | Betrayal Unveil |
(18–21)% increased Armour and Evasion +(12–14) to maximum Life | 2x Chaos Orb | Boots · Gloves | Betrayal Unveil |
(12–14)% increased Armour and Energy Shield +(8–9) to maximum Life | 8x Orb of Alteration | Boots · Gloves | Betrayal Unveil |
(15–17)% increased Armour and Energy Shield +(10–11) to maximum Life | 2x Orb of Alchemy | Boots · Gloves | Betrayal Unveil |
(18–21)% increased Armour and Energy Shield +(12–14) to maximum Life | 2x Chaos Orb | Boots · Gloves | Betrayal Unveil |
(12–14)% increased Armour +(8–9) to maximum Life | 8x Orb of Alteration | Boots · Gloves | Betrayal Unveil |
(15–17)% increased Armour +(10–11) to maximum Life | 2x Orb of Alchemy | Boots · Gloves | Betrayal Unveil |
(18–21)% increased Armour +(12–14) to maximum Life | 2x Chaos Orb | Boots · Gloves | Betrayal Unveil |
(12–14)% increased Armour, Evasion and Energy Shield +(8–9) to maximum Life | 8x Orb of Alteration | Boots · Gloves | Betrayal Unveil |
(15–17)% increased Armour, Evasion and Energy Shield +(10–11) to maximum Life | 2x Orb of Alchemy | Boots · Gloves | Betrayal Unveil |
(18–21)% increased Armour, Evasion and Energy Shield +(12–14) to maximum Life | 2x Chaos Orb | Boots · Gloves | Betrayal Unveil |
(12–14)% increased Armour and Evasion +(10–11) to maximum Life | 8x Orb of Alteration | Helmet · Shield | Betrayal Unveil |
(15–17)% increased Armour and Evasion +(12–13) to maximum Life | 2x Orb of Alchemy | Helmet · Shield | Betrayal Unveil |
(18–21)% increased Armour and Evasion +(14–16) to maximum Life | 2x Chaos Orb | Helmet · Shield | Betrayal Unveil |
(12–14)% increased Armour and Energy Shield +(10–11) to maximum Life | 8x Orb of Alteration | Helmet · Shield | Betrayal Unveil |
(15–17)% increased Armour and Energy Shield +(12–13) to maximum Life | 2x Orb of Alchemy | Helmet · Shield | Betrayal Unveil |
(18–21)% increased Armour and Energy Shield +(14–16) to maximum Life | 2x Chaos Orb | Helmet · Shield | Betrayal Unveil |
(12–14)% increased Armour +(10–11) to maximum Life | 8x Orb of Alteration | Helmet · Shield | Betrayal Unveil |
(15–17)% increased Armour +(12–13) to maximum Life | 2x Orb of Alchemy | Helmet · Shield | Betrayal Unveil |
(18–21)% increased Armour +(14–16) to maximum Life | 2x Chaos Orb | Helmet · Shield | Betrayal Unveil |
(12–14)% increased Armour, Evasion and Energy Shield +(10–11) to maximum Life | 8x Orb of Alteration | Helmet · Shield | Betrayal Unveil |
(15–17)% increased Armour, Evasion and Energy Shield +(12–13) to maximum Life | 2x Orb of Alchemy | Helmet · Shield | Betrayal Unveil |
(18–21)% increased Armour, Evasion and Energy Shield +(14–16) to maximum Life | 2x Chaos Orb | Helmet · Shield | Betrayal Unveil |
(12–14)% increased Armour and Evasion +(13–14) to maximum Life | 8x Orb of Alteration | Body Armour | Betrayal Unveil |
(15–17)% increased Armour and Evasion +(15–16) to maximum Life | 2x Orb of Alchemy | Body Armour | Betrayal Unveil |
(18–21)% increased Armour and Evasion +(17–19) to maximum Life | 2x Chaos Orb | Body Armour | Betrayal Unveil |
(12–14)% increased Armour and Energy Shield +(13–14) to maximum Life | 8x Orb of Alteration | Body Armour | Betrayal Unveil |
(15–17)% increased Armour and Energy Shield +(15–16) to maximum Life | 2x Orb of Alchemy | Body Armour | Betrayal Unveil |
(18–21)% increased Armour and Energy Shield +(17–19) to maximum Life | 2x Chaos Orb | Body Armour | Betrayal Unveil |
(12–14)% increased Armour +(13–14) to maximum Life | 8x Orb of Alteration | Body Armour | Betrayal Unveil |
(15–17)% increased Armour +(15–16) to maximum Life | 2x Orb of Alchemy | Body Armour | Betrayal Unveil |
(18–21)% increased Armour +(17–19) to maximum Life | 2x Chaos Orb | Body Armour | Betrayal Unveil |
(12–14)% increased Armour, Evasion and Energy Shield +(13–14) to maximum Life | 8x Orb of Alteration | Body Armour | Betrayal Unveil |
(15–17)% increased Armour, Evasion and Energy Shield +(15–16) to maximum Life | 2x Orb of Alchemy | Body Armour | Betrayal Unveil |
(18–21)% increased Armour, Evasion and Energy Shield +(17–19) to maximum Life | 2x Chaos Orb | Body Armour | Betrayal Unveil |
+(105–150) to Armour and Evasion Rating | 8x Orb of Alteration | Belt · Quiver | Betrayal Unveil |
+(151–213) to Armour and Evasion Rating | 2x Orb of Alchemy | Belt · Quiver | Betrayal Unveil |
+(214–285) to Armour and Evasion Rating | 4x Chaos Orb | Belt · Quiver | Betrayal Unveil |
+(105–150) to Armour +(11–15) to maximum Energy Shield | 8x Orb of Alteration | Belt | Betrayal Unveil |
+(151–213) to Armour +(16–20) to maximum Energy Shield | 2x Orb of Alchemy | Belt | Betrayal Unveil |
+(214–285) to Armour +(21–25) to maximum Energy Shield | 4x Chaos Orb | Belt | Betrayal Unveil |
+(1000–1600) to Armour during Soul Gain Prevention | 2x Vaal Orb | Body Armour · Shield | Betrayal Unveil |
+(1601–2200) to Armour during Soul Gain Prevention | 3x Vaal Orb | Body Armour · Shield | Betrayal Unveil |
+(2201–3000) to Armour during Soul Gain Prevention | 4x Vaal Orb | Body Armour · Shield | Betrayal Unveil |
Misc mods /45
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
of the Abalone | 6 | Flask | Suffix | (41–45)% increased Armour during Effect defences | expedition_flask 0 utility_flask 750 default 0 |
of the Tortoise | 32 | Flask | Suffix | (46–50)% increased Armour during Effect defences | expedition_flask 0 utility_flask 750 default 0 |
of the Pangolin | 58 | Flask | Suffix | (51–55)% increased Armour during Effect defences | expedition_flask 0 utility_flask 750 default 0 |
of the Armadillo | 84 | Flask | Suffix | (56–60)% increased Armour during Effect defences | expedition_flask 0 utility_flask 750 default 0 |
Reinforced | 1 | SanctumRelic | Prefix | Resolve Mitigation from Enemy Hits is based on +(11–15)% of Armour | medium_sanctum_relic 60 default 0 |
Layered | 77 | SanctumRelic | Prefix | Resolve Mitigation from Enemy Hits is based on +(16–20)% of Armour | medium_sanctum_relic 60 default 0 |
Girded | 84 | SanctumRelic | Prefix | Resolve Mitigation from Enemy Hits is based on +(21–25)% of Armour | medium_sanctum_relic 30 default 0 |
1 | Jewel | Unique | (15–20)% increased Armour defences | ||
1 | Jewel | Unique | (10–15)% increased Armour defences | ||
1 | Jewel | Unique | +50 to Armour defences | ||
Armoured | 1 | Jewel | Prefix | (14–18)% increased Armour defences | not_str 0 default 500 |
1 | Jewel | Unique | Increases and Reductions to Energy Shield in Radius are Transformed to apply to Armour at 200% of their value local jewel effect base radius [1500] defences | ||
1 | Jewel | Unique | Gain 200 Armour per Grand Spectrum number of stackable unique jewels [1] defences | ||
1 | Jewel | Unique | Golems have +(800–1000) to Armour defences minion | ||
1 | Jewel | Unique | (30–40)% increased Armour while Bleeding defences | ||
1 | Jewel | Unique | +40 to Armour defences | ||
1 | ExpeditionRelic | Suffix | Excavated Chests have 50% chance to contain an additional Rare Armour Item | expedition_templar_remnant 0 expedition_vaal_remnant 0 expedition_karui_remnant 0 expedition_eternalempire_remnant 0 expedition_eternalempire_remnant2 0 expedition_eternalempire_remnant3 0 expedition_eternalempire_remnant4 0 expedition_maraketh_remnant 0 expedition_maraketh_remnant2 0 expedition_sirens_remnant 0 expedition_monkeytribe_remnant 0 expedition_lostmen_remnant 0 default 1055 | |
1 | ExpeditionRelic | Suffix | Runic Monsters have 50% chance to drop an additional Rare Armour Item | expedition_templar_remnant 0 expedition_vaal_remnant 0 expedition_karui_remnant 0 expedition_eternalempire_remnant 0 expedition_eternalempire_remnant2 0 expedition_eternalempire_remnant3 0 expedition_eternalempire_remnant4 0 expedition_maraketh_remnant 0 expedition_maraketh_remnant2 0 expedition_sirens_remnant 0 expedition_monkeytribe_remnant 0 expedition_lostmen_remnant 0 default 1550 | |
1 | PrimordialAltar | Unique | +50000 to Armour | primordial_altar_upside 0 cleansing_fire_altar 1000 default 0 | |
1 | PrimordialAltar | Unique | (100–200)% increased Armour (100–200)% increased Evasion Rating | primordial_altar_upside 0 cleansing_fire_altar 1000 default 0 | |
1 | PrimordialAltar | Unique | -3000 to Armour -3000 to Evasion Rating | primordial_altar_upside 0 cleansing_fire_altar 1000 default 0 | |
1 | PrimordialAltar | Unique | (1.6–3.2)% chance to drop an additional Divination Card which rewards a Unique Armour | primordial_altar_downside 0 cleansing_fire_altar 28203 default 0 | |
1 | PrimordialAltar | Unique | Final Boss drops (2–4) additional Divination Cards which reward a Unique Armour | primordial_altar_downside 0 cleansing_fire_altar 28203 default 0 | |
of Armour | 1 | Sentinel | Suffix | (2.6–3)% chance for Empowered Enemies to have an Armour Reward local sentinel drone difficulty + [4] | special_sentinel_mod 0 sentinel_c 0 default 833 |
of Armour | 45 | Sentinel | Suffix | (3.1–3.5)% chance for Empowered Enemies to have an Armour Reward local sentinel drone difficulty + [6] | special_sentinel_mod 0 sentinel_c 0 default 833 |
of Armour | 75 | Sentinel | Suffix | (3.6–5)% chance for Empowered Enemies to have an Armour Reward local sentinel drone difficulty + [8] | special_sentinel_mod 0 sentinel_c 0 default 278 |
Armoured | 75 | SanctumSpecial | Prefix | (40–60)% increased Armour from Equipped Helmet and Gloves | str_special_relic 600 default 150 |
Iron-willed | 75 | SanctumSpecial | Prefix | (20–30)% increased Armour defences | str_special_relic 1000 default 250 |
of the Juggernaut | 81 | Charm | Suffix | 2% of Armour applies to Fire, Cold and Lightning Damage taken from Hits | str_animal_charm 20 default 0 |
of the Juggernaut | 83 | Charm | Suffix | 3% of Armour applies to Fire, Cold and Lightning Damage taken from Hits | str_animal_charm 10 default 0 |
of the Gladiator | 1 | Charm | Suffix | +(3–4) to Armour and Evasion Rating per 1% Chance to Block Attack Damage | dex_animal_charm 500 str_animal_charm 500 default 0 |
of the Gladiator | 60 | Charm | Suffix | +(5–6) to Armour and Evasion Rating per 1% Chance to Block Attack Damage | dex_animal_charm 250 str_animal_charm 250 default 0 |
Guardian's | 45 | Charm | Prefix | Grants Armour equal to (3–4)% of your Reserved Mana to you and nearby Allies | int_animal_charm 250 str_animal_charm 250 default 0 |
Guardian's | 72 | Charm | Prefix | Grants Armour equal to (5–6)% of your Reserved Mana to you and nearby Allies | int_animal_charm 125 str_animal_charm 125 default 0 |
Devoted to Solaris | 18 | Necropolis | Dropped Armour is converted to Orbs of Binding | default 889 | |
Devoted to Solaris | 68 | Necropolis | Dropped Armour is converted to Orb of Horizons | default 447 | |
Devoted to Solaris | 68 | Necropolis | Dropped Armour is converted to Orbs of Unmaking | default 752 | |
Devoted to Solaris | 68 | Necropolis | Dropped Armour is converted to Cartographer's Chisels | default 1495 | |
Devoted to Solaris | 1 | Necropolis | Dropped Armour is converted to Orbs of Alteration | default 4229 | |
Devoted to Solaris | 35 | Necropolis | Dropped Armour is converted to Blessed Orbs | default 447 | |
Devoted to Solaris | 12 | Necropolis | Dropped Armour is converted to Orbs of Scouring | default 1495 | |
Devoted to Solaris | 1 | Necropolis | Dropped Armour is converted to Chromatic Orbs | default 4229 | |
Devoted to Solaris | 8 | Necropolis | Dropped Armour is converted to Orbs of Fusing | default 2973 | |
Devoted to Solaris | 8 | Necropolis | Dropped Armour is converted to Jeweller's Orbs | default 4229 | |
of Rust | 1 | UberMap | Suffix | Players have 30% less Armour Players have 40% reduced Chance to Block 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size defences | has_uber_map_suffix 96 default 0 |
Essence /4
Item /28
This may reforge the body armour's sockets
Item drops after killing {0} monsters
Item drops after killing {0} monsters
Item Level: 100
Item Level: 100
Influenced Item
Influenced Item
Quality: +30%
Item Level: 100
Double-Influenced Item
Modifiers and upgrades another Influenced Modifier
Upgrading a modifier of the highest tier transforms the
modifier into an Elevated Modifier
Attempting to upgrade an Elevated Modifier rerolls its values
Can be used on Body Armours, Boots, Gloves and Helmets
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Unique /212
10% reduced Attack Speed
10% reduced Cast Speed
+(400–500) to Armour
(34–48) Life gained when you Block
(18–24) Mana gained when you Block
+3% to maximum Chance to Block Attack Damage
Reflects 240 to 300 Physical Damage to Attackers on Block
(Maximum Chance to Block Attack Damage cannot be raised above 90%)
+(30–35)% to Fire Resistance
+(30–35)% to Cold Resistance
+(30–35)% 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)
Regenerate (200–350) Life per second
Regenerate (8–10) Mana per second
(-25–-15)% to all Elemental Resistances
(-50–-40) Physical Damage taken from Attack Hits
40% increased Armour while not Ignited, Frozen or Shocked
Adds (20–25) to (30–50) Cold Damage to Spells and Attacks
+(30–40) to maximum Energy Shield
30% increased Damage while Ignited
+5000 to Armour while Frozen
(12–15)% Chance to Block Spell Damage
+(400–450) to Armour
(20–30)% increased Projectile Speed
50% increased Stun and Block Recovery
(15–20)% increased Projectile Damage
+(60–80) to maximum Life
+15% to all Elemental Resistances
Gain up to maximum Endurance Charges when you take a Critical Strike
Your nearby party members maximum Endurance Charges is equal to yours
(30–40)% increased maximum Life
+(10–15)% to all Elemental Resistances
50% increased Flask Life Recovery rate
Extra gore
+(60–90) to maximum Life
2% of Physical Attack Damage Leeched as Life
You lose all Endurance Charges when Hit
You gain an Endurance Charge on Kill
You gain Onslaught for 5 seconds per Endurance Charge when Hit
100% increased Effect of Onslaught on you
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
+(40–50) to all Attributes
(10–15)% increased Attack Speed
(180–220)% increased Armour
+(60–70) to maximum Life
1% of Attack Damage Leeched as Life
You take 450 Chaos Damage per second for 3 seconds on Kill
Gore Footprints
frenzy charge blood dance art variation [0]
(Attributes are Strength, Dexterity, and Intelligence)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(30–40) to Intelligence
(140–160)% increased Armour and Energy Shield
+(50–75)% to Cold Resistance
Cannot be Chilled
20% chance to Freeze Enemies for 1 second when they Hit you
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
+(80–90) to maximum Life
(0.8–1)% of Attack Damage Leeched as Life
Gain (10–20)% of Elemental Damage as Extra Chaos Damage
25% of Elemental Damage from Hits taken as Chaos Damage
(20–30)% increased Light Radius
Light Radius is based on Energy Shield instead of Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
30% of Physical Damage Converted to Chaos Damage
Reflects 30 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [15000]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
(90–120)% increased Armour and Evasion
+(60–80) to maximum Life
-60% to Lightning Resistance
50% of Physical Damage from Hits taken as Lightning Damage
(60–80)% increased Armour
25% reduced Chaos Damage taken over time
25% increased Light Radius
Chaos Damage taken does not bypass Energy Shield
(-40–-30) Chaos Damage taken
50% reduced maximum Mana
Gain a Power Charge for each Enemy you hit with a Critical Strike
Inner Conviction
(3% more Spell Damage per Power Charge. Gain Power Charges instead of Frenzy Charges)
Adds 1 to 80 Chaos Damage to Attacks
+(180–220) to Armour
+(13–19)% to Chaos Resistance
25% increased Movement Speed
Summoned Skeleton Warriors are Permanent and Follow you
Summon Skeletons cannot Summon more than 1 Skeleton Warrior
10% increased Evasion Rating per Frenzy Charge
+(20–40)% to Lightning Resistance
5% increased Movement Speed per Frenzy Charge
+1 to Maximum Frenzy Charges
40% reduced Frenzy Charge Duration
25% reduced Light Radius
20% increased Movement Speed
20% reduced Light Radius
+50% to Chaos Resistance during any Flask Effect
Adds (30–40) to (50–60) Chaos Damage to Spells and Attacks during any Flask Effect
(20–60)% increased Armour and Energy Shield
Gain (10–20) Life per Enemy Killed
15% increased Movement Speed
Drops Shocked Ground while moving, lasting 2 seconds
(Shock increases Damage taken by 15%)
+(10–15)% to all Elemental Resistances
20% increased Movement Speed
You can apply an additional Curse
50% increased Area of Effect of Hex Skills
(40–60)% increased Global Critical Strike Chance
(200–220)% increased Armour
+(60–75) to maximum Life
You have Vaal Pact if you've dealt a Critical Strike Recently
(Recently refers to the past 4 seconds)
(Total Recovery from Life Leech is doubled, Maximum total Life Recovery per second from Leech is doubled, You have no Life Regeneration)
(40–50)% increased Rarity of Items found
+15% to all Elemental Resistances
5% reduced Movement Speed
+50 to Strength
(150–200)% increased Armour
100% increased Knockback Distance
Melee Hits with Strike Skills always Knockback
-5 to Level of Socketed Non-Vaal Gems
(120–140)% increased Armour and Evasion
+(50–70) to maximum Life
+40% to Cold Resistance
You gain Onslaught for 20 seconds on using a Vaal Skill
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
Adds 40 to 60 Physical Damage to Attacks
+(100–125)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Physical Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
Socketed Gems are Supported by Level 30 Faster Attacks
Socketed Gems are supported by Level 30 Blind
6% Chance to Block Attack Damage
Adds 20 to 30 Physical Damage to Attacks
(200–300)% increased Armour and Evasion
+(200–300) to maximum Life
20% chance to gain an Endurance Charge when you Block
Can't use Chest armour
Extra gore
+(20–30) to Dexterity
+(200–300) to Armour
Cannot Leech when on Low Life
Skills which Exert an Attack have (20–40)% chance to not count that Attack
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(You are on Low Life if you have 50% of your Maximum Life or less)
10% reduced Global Physical Damage
16% increased Attack Speed
(150–200)% increased Armour and Evasion
+(15–25)% to Chaos Resistance
20% increased Movement Speed
Mercury Footprints
+(25–50) to maximum Life
(15–20)% increased Area of Effect
Unwavering Stance
(Cannot Evade enemy Attacks. Cannot be Stunned)
+(20–30)% to Fire Resistance
+(20–30)% to Cold Resistance
+(20–30)% to Lightning Resistance
+(20–30)% to Chaos Resistance
+1 to maximum number of Summoned Holy Relics
Adds 1 to 30 Lightning Damage to Spells and Attacks
(100–150)% increased Armour and Energy Shield
(10–20)% increased Rarity of Items found
(10–20)% reduced Mana Cost of Skills
(100–120)% increased Armour
+(50–70) to maximum Life
+30% to Cold Resistance
100% chance to Avoid being Chilled or Frozen if you have used a Fire Skill Recently
(40–60)% increased Armour and Evasion
(20–30)% increased Rarity of Items found
+30% to Lightning Resistance
0.4% of Attack Damage Leeched as Mana
10% increased Movement Speed
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(10–20)% to all Elemental Resistances
Minions have +25% Chance to Block Attack Damage
Minions have +25% Chance to Block Spell Damage
Minions Recover 10% of their Life when they Block
40% reduced Light Radius
Reflects 1 to (180–220) Lightning Damage to Attackers on Block
(18–22)% increased Global Defences
Elemental Resistances are Zero
(Armour, Evasion Rating and Energy Shield are the standard Defences)
+10% to all Elemental Resistances
+5% to maximum Cold Resistance
+6% Chance to Block
Recover Energy Shield equal to 2% of Armour when you Block
(10–20)% increased Elemental Damage with Attack Skills
(Maximum Resistances cannot be raised above 90%)
(120–150)% increased Armour
+(60–80) to maximum Life
+(35–50)% to Fire Resistance
25% of Physical Damage Converted to Fire Damage
25% chance to Curse Non-Cursed Enemies with Enfeeble on Hit
(Enfeeble is a Hex which reduces the targets' Accuracy Rating by 10% and Damage by 15%, or 9% on Rare or Unique targets. It lasts 8 seconds)
(200–250)% increased Armour and Evasion
+(20–30)% to all Elemental Resistances
+100% Chance to Block Attack Damage if you have Blocked Spell Damage Recently
+100% chance to Block Spell Damage if you have Blocked Attack Damage Recently
(Recently refers to the past 4 seconds)
+(160–180) to maximum Life
5% reduced Movement Speed
20% increased Stun and Block Recovery
-25 Physical Damage taken from Projectile Attacks
+5% Chance to Block
Regenerate (100–200) Life per second
+5% to maximum Fire Resistance
+(20–25)% to Fire Resistance
+25% to Fire Resistance while on Low Life
10% increased Movement Speed when on Low Life
100% chance to Avoid being Ignited while on Low Life
(Maximum Resistances cannot be raised above 90%)
(You are on Low Life if you have 50% of your Maximum Life or less)
Regenerate (30–50) Life per second
80% reduced Freeze Duration on you
Regenerate 100 Life per Second while on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
+(30–50) to maximum Life
(-80–-50) Physical Damage taken from Projectile Attacks
200% increased Armour against Projectiles
+25% chance to Block Projectile Attack Damage
+(20–40) to Evasion Rating
(30–40)% increased Rarity of Items found
+(50–75)% to Lightning Resistance
100% increased Duration of Curses on you
+(50–70) to Strength
(15–18)% increased Cast Speed
+(20–30) to maximum Mana
1% increased Damage per 8 Strength when in Main Hand
1% increased Armour per 16 Strength when in Off Hand
+(90–100) to maximum Life
+(20–24)% to all Elemental Resistances
Gain 100 Life per Enemy Killed
Gain 100 Mana per Enemy Killed
(80–120)% increased Armour and Evasion
Regenerate (3–4) Life per second
Recover 20% of Life on Rampage
Kills grant an additional Vaal Soul if you have Rampaged Recently
Rampage
(Recently refers to the past 4 seconds)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
+(50–60)% to Fire Resistance
25% increased Movement Speed
(10–15)% chance to Ignite
(25–40)% increased Damage with Hits and Ailments against Ignited Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(160–200)% increased Armour and Evasion
+(70–100) to maximum Life
100% increased total Recovery per second from Life Leech
(150–180)% increased Armour and Energy Shield
+(50–70) to maximum Life
(20–40)% increased Mana Regeneration Rate
Removes Elemental Ailments on Rampage
Gain Immunity to Physical Damage for 1.5 seconds on Rampage
Rampage
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
+(10–15) to all Attributes
20% increased Damage when on Low Life
(60–100)% increased Armour and Energy Shield
+(50–70) to maximum Energy Shield
20% reduced Mana Regeneration Rate
+(43–61)% to Chaos Resistance
(You are on Low Life if you have 50% of your Maximum Life or less)
(Attributes are Strength, Dexterity, and Intelligence)
(5–15)% increased Strength
(5–15)% increased Dexterity
(5–15)% increased Intelligence
(100–150)% increased Armour
40% reduced Light Radius
+(400–600) to Armour
Knockback direction is reversed
(Knockback pushes Enemies away when Hit)
+160 Dexterity Requirement
(200–250)% increased Armour
+(60–100) to maximum Life
0.4% of Physical Attack Damage Leeched as Mana
Enemy Projectiles Pierce you
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(5–10)% increased Global Defences
(Armour, Evasion Rating and Energy Shield are the standard Defences)
Increases and Reductions to Energy Shield in Radius are Transformed to apply to Armour at 200% of their value
(6–12)% increased Strength
(400–500)% increased Armour and Energy Shield
Iron Will
(Attributes are Strength, Dexterity, and Intelligence)
(Strength's Damage bonus applies to all Spell Damage as well)
Adds 12 to 15 Cold Damage to Attacks
(90–130)% increased Armour and Evasion
+(30–50)% to Fire Resistance
Curse Enemies with Vulnerability on Block
(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)
+(60–90) to maximum Life
+(50–70) to maximum Mana
30% increased Endurance Charge Duration
Gain 100 Life when you lose an Endurance Charge
+(40–60) to maximum Life
15% increased Area of Effect for Skills used by Totems
0.5% of Damage dealt by your Totems is Leeched to you as Life
You and your Totems Regenerate 0.5% of Life per second for each Summoned Totem
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(4–7)% increased Elemental Damage per Frenzy Charge
(4–7)% increased Physical Damage per Endurance Charge
(4–7)% increased Spell Damage per Power Charge
10% chance to Steal Power, Frenzy, and Endurance Charges on Hit
+(50–60) to maximum Life
20% increased Taunt Duration
+5% Chance to Block
50% increased Warcry Cooldown Recovery Rate
Warcries have infinite Power
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
(5–10)% reduced Enemy Stun Threshold
(150–200)% increased Armour
+(50–70) to maximum Life
+(20–30)% to Fire Resistance
25% increased Movement Speed
Unaffected by Burning Ground
(The Stun Threshold determines how much Damage can Stun something)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
-10% Chance to Block
100% increased Global Armour while you have no Energy Shield
You have Unholy Might while you have no Energy Shield
Create Profane Ground instead of Consecrated Ground
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(Enemies on Profane Ground have -10% to all Resistances, and Hits against them have 100% increased Critical Strike Chance)
With at least 40 Strength in Radius, Hits with Vigilant Strike Fortify you and Nearby Allies for 8 seconds
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification)
(120–160)% increased Armour and Evasion
+(50–70) to maximum Life
4% reduced Mana Cost per Endurance Charge
Gain Rampage while at Maximum Endurance Charges
Lose all Endurance Charges when Rampage ends
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
+(30–40) to maximum Energy Shield
+(60–70) to maximum Life
+(14–18)% to all Elemental Resistances
+2 maximum Energy Shield per 5 Strength
Zealot's Oath
(Life Regeneration is applied to Energy Shield instead.)
4% increased maximum Life
3% increased Character Size
5% increased Global Defences
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(Attributes are Strength, Dexterity, and Intelligence)
+(30–40) to maximum Life
+(15–25)% to Cold Resistance
5% increased Movement Speed
20% chance to Poison on Hit with Attacks
Cannot be Poisoned
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(120–180)% increased Armour
(3–5)% increased Movement Speed
50% increased Stun Duration on you
4% increased Melee Damage per Endurance Charge
You cannot be Shocked while at maximum Endurance Charges
+2000 to Armour
+(30–60) to maximum Life
(-15–-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
+(75–100) to Armour
+(25–50) to maximum Life
Cannot Evade Enemy Attacks
Cannot be Stunned
+(20–30) to Dexterity
20% increased Melee Damage
Adds 10 to 20 Physical Damage to Attacks
+(200–300) to Armour
Cannot Leech when on Low Life
If you've Warcried Recently, you and nearby allies have 20% increased Attack, Cast and Movement Speed
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(You are on Low Life if you have 50% of your Maximum Life or less)
(Recently refers to the past 4 seconds)
+(100–150) to maximum Life
80% reduced Freeze Duration on you
Regenerate 3% of Life per second
Regenerate 3% of Life per second while on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
(15–25)% increased Critical Strike Chance
0.3% of Physical Attack Damage Leeched as Life per Red Socket
+10% to Global Critical Strike Multiplier per Green Socket
0.3% of Physical Attack Damage Leeched as Mana per Blue Socket
8% increased Global Defences per White Socket
(60–80)% increased Global Critical Strike Chance when in Main Hand
+8% Chance to Block Attack Damage when in Off Hand
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Armour, Evasion Rating and Energy Shield are the standard Defences)
200% increased Armour and Energy Shield
+(10–15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(30–40) to maximum Life
Your hits can't be Evaded
+(3–5)% Chance to Block
Adds 250 to 300 Cold Damage to Counterattacks
(Attacks that Trigger when you are Hit are Counterattacks)
+(1–5)% to all maximum Elemental Resistances
Strength provides no bonus to Maximum Life
Take no Extra Damage from Critical Strikes
(Maximum Resistances cannot be raised above 90%)
Upfront Cost to Use or Trigger a Skill, with a 0.1 second Cooldown
15% reduced Cast Speed
(70–80)% increased Armour and Energy Shield
+(30–50) to maximum Mana
(Upfront Costs are all Costs that are not paid per-second)
+4 Accuracy Rating per 2 Intelligence
+1 Life per 4 Dexterity
+1 Mana per 4 Strength
1% increased Energy Shield per 10 Strength
2% increased Evasion Rating per 10 Intelligence
2% increased Melee Physical Damage per 10 Dexterity
30% increased Effect of Buffs granted by your Golems
Golems have +(800–1000) to Armour
Primordial
-30% to Fire Resistance
(-200–-100) Fire Damage taken from Hits
Armour is increased by Overcapped Fire Resistance
(Overcapped Resistance is the amount by whch Uncapped Resistance is higher than Maximum Resistance)
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
+(80–100) to maximum Life
+1 to maximum number of Summoned Totems
+300 Armour per Summoned Totem
Blood Magic
(Removes all mana. 10% more maximum Life. Skills Cost Life instead of Mana. Skills Reserve Life instead of Mana)
+(26–32)% to Fire Resistance
+(8–16)% to Chaos Resistance
20% increased Light Radius
(8–12)% increased Maximum Life if no Equipped Items are Corrupted
Regenerate 400 Life per second if no Equipped Items are Corrupted
(Flasks and Jewels are not Equipped)
+(60–100) to maximum Life
30% increased Movement Speed
10% additional Physical Damage Reduction while stationary
Gain a Frenzy Charge on Hit while Bleeding
50% chance to be inflicted with Bleeding when Hit by an Attack
Gore Footprints
frenzy charge blood dance art variation [0]
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(165–205)% increased Armour
+(65–80) to maximum Life
Recover (250–500) Life when you Block
+6% Chance to Block
(Recently refers to the past 4 seconds)
(80–100)% increased Evasion Rating
+(40–60) to maximum Life
50% increased Arctic Armour Buff Effect
Arctic Armour has no Reservation
+(50–70) to maximum Life
+6% Chance to Block
+(1500–3000) Armour if you've Blocked Recently
Permanently Intimidate Enemies on Block
(Recently refers to the past 4 seconds)
(Intimidated enemies take 10% increased Attack Damage)
+1 to Level of Socketed Gems
100% increased Global Defences
local unique tabula rasa no requirement or energy shield [1]
[Six Linked]
(Armour, Evasion Rating and Energy Shield are the standard Defences)
+2 to Level of Socketed Gems
100% increased Global Defences
You can only Socket Corrupted Gems in this item
local unique tabula rasa no requirement or energy shield [1]
[Six Linked]
[Random Keystone]
(Armour, Evasion Rating and Energy Shield are the standard Defences)
+(80–100) to maximum Life
+3% to maximum Cold Resistance
Cannot be Frozen
+1500 Armour while stationary
15% chance to create Chilled Ground when Hit with an Attack
(You are Chilled while standing in Chilled Ground)
(Maximum Resistances cannot be raised above 90%)
(300–400)% increased Armour and Evasion
+(240–300) to maximum Life
Regenerate 10% of Life per second
15% increased Character Size
Spell Skills deal no Damage
Your Spells are disabled
+(20–40)% to Cold Resistance
1% increased Attack Damage per 200 of the lowest of Armour and Evasion Rating
Melee Hits which Stun Fortify
You have Onslaught while Fortified
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification. Fortification lasts 6 seconds)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
+(60–80) to maximum Life
-1 to Maximum Endurance Charges
-10% to maximum Chance to Block Attack Damage
+6% Chance to Block
+2% to all maximum Resistances while you have no Endurance Charges
You have Onslaught while at maximum Endurance Charges
(Maximum Chance to Block Attack Damage cannot be raised above 90%)
(Maximum Resistances cannot be raised above 90%)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(60–140)% increased Armour and Energy Shield
+(60–70) to maximum Life
-1 to Maximum Power Charges
Gain (8–12)% of Physical Damage as Extra Chaos Damage while at maximum Power Charges
You take 50% reduced Extra Damage from Critical Strikes while you have no Power Charges
(Attributes are Strength, Dexterity, and Intelligence)
+(300–350) to Armour
+(30–35)% to Cold Resistance
+(30–35)% 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)
+(300–350) to Armour
+(30–35)% to Fire Resistance
+(30–35)% 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)
+(300–350) to Armour
+(30–35)% to Fire Resistance
+(30–35)% 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)
+(70–80) to maximum Energy Shield
+(20–24)% to all Elemental Resistances
Gain 100 Life per Enemy Killed
Gain 100 Mana per Enemy Killed
+(90–100) to maximum Life
+(20–24)% to all Elemental Resistances
Gain 100 Life per Enemy Killed
Gain 100 Mana per Enemy Killed
+(20–24)% to all Elemental Resistances
Gain 100 Life per Enemy Killed
Gain 100 Mana per Enemy Killed
+(90–100) to maximum Life
+(20–24)% to all Elemental Resistances
Gain 100 Life per Enemy Killed
Gain 100 Mana per Enemy Killed
Adds (5–8) to (12–16) Physical Damage to Attacks
10% reduced Attack Speed
(80–100)% increased Armour
Arrows Pierce 2 additional Targets
Iron Grip
(Strength's Damage bonus also applies to Projectile Attacks)
Triggers Level 20 Cold Aegis when Equipped
(200–250)% increased Armour and Evasion
+(60–80) to maximum Life
Cannot be Frozen
Triggers Level 20 Fire Aegis when Equipped
(200–250)% increased Armour and Energy Shield
+(60–80) to maximum Life
Cannot be Ignited
+(150–200) to maximum Mana
(30–40)% increased Mana Regeneration Rate
+(20–30)% to Fire Resistance
20% reduced Reservation Efficiency of Skills
1% increased Armour per 50 Reserved Mana
Adds (80–100) to (200–225) Physical Damage
Bow Attacks fire 2 additional Arrows if you haven't Cast Dash recently
(20–30)% increased Attack Speed if you haven't Cast Dash recently
(100–160)% increased Evasion Rating if you've Cast Dash recently
(20–30)% increased Movement Speed if you've Cast Dash recently
Travel Skills other than Dash are Disabled
Iron Reflexes
(Recently refers to the past 4 seconds)
(Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating)
Chance to Block Spell Damage is Unlucky
+(60–120) to Strength
(80–100)% increased Armour
10% reduced Movement Speed
Strength's Damage Bonus instead grants 3% increased Melee
Physical Damage per 10 Strength
(Unlucky things are rolled twice and the worst result used)
Bleeding you inflict is Reflected to you
+1% to Chaos Resistance per Poison on you
Poison you inflict is Reflected to you if you have fewer than 100 Poisons on you
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Triggers Level 20 Elemental Aegis when Equipped
(180–220)% increased Armour
+(60–80) to maximum Life
+(80–100) to Evasion Rating and Energy Shield
Adds (130–160) to (220–240) Fire Damage
50% chance to cause Bleeding on Hit
(70–100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70–100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
Every 8 seconds, gain Avatar of Fire for 4 seconds
(160–200)% increased Critical Strike Chance while you have Avatar of Fire
50% of Physical Damage Converted to Fire while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
(15–20)% increased Attack Speed
80% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
Point Blank
Iron Reflexes while stationary
(Recently refers to the past 4 seconds)
(Projectile Attack Hits deal up to 30% more Damage to targets at the start of their movement, dealing less Damage to targets as the projectile travels farther)
(Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating)
Gain (30–40)% of Physical Attack Damage as Extra Fire Damage
+4% to Chaos Resistance per Endurance Charge
1% reduced Elemental Damage taken from Hits per Endurance Charge
Adds 5 to 8 Physical Damage per Endurance Charge
+500 to Armour per Endurance Charge
200 Fire Damage taken per second per Endurance Charge if you've been Hit Recently
charge elder art variation [1]
(Recently refers to the past 4 seconds)
+(450–500) to Armour
+(40–50) to maximum Life
(30–40)% increased Stun and Block Recovery
Vulnerability has no Reservation if Cast as an Aura
Gain Maddening Presence for 10 seconds when you Kill a Rare or Unique Enemy
(Nearby Enemies will be afflicted with Malignant Madness, reducing their Damage and Action Speed by 10%)
(140–180)% increased Armour and Energy Shield
(4–7)% increased maximum Life
Cannot lose Crab Barriers if you have lost Crab Barriers Recently
+3% Chance to Block Attack Damage while you have at least 5 Crab Barriers
+5% Chance to Block Attack Damage while you have at least 10 Crab Barriers
(Recently refers to the past 4 seconds)
Regenerate (50–70) Life per second
+(30–40)% to Fire Resistance
3% increased Damage per Crab Barrier
10% chance that if you would gain a Crab Barrier, you instead gain up to
your maximum number of Crab Barriers
+(50–70) to maximum Life
+(25–30)% to Cold Resistance
25% increased Movement Speed
Cannot be Stunned if you have at least 10 Crab Barriers
You only lose (5–7) Crab Barriers when you take Physical Damage from a Hit
(200–250)% increased Armour
+(100–120) to maximum Life
+(25–30)% to Fire and Cold Resistances
Bleeding cannot be inflicted on you
+5 to Maximum number of Crab Barriers
+(80–100) to maximum Life
Aspect of the Cat has no Reservation
+2 seconds to Cat's Stealth Duration
Gain up to your maximum number of Frenzy and Power Charges when you gain Cat's Stealth
You have Phasing while you have Cat's Stealth
+(30–60) to maximum Life
+(20–25)% to Cold and Lightning Resistances
(-2–2) seconds to Avian's Might Duration
Adds (20–25) to (37–40) Cold Damage while you have Avian's Might
Adds (1–3) to (55–62) Lightning Damage while you have Avian's Might
+(10–15)% to all Elemental Resistances
25% increased Movement Speed
(10–20)% increased Elemental Damage
You can apply an additional Curse
60% increased Area of Effect of Hex Skills
(100–140)% increased Armour and Evasion
+(50–70) to maximum Life
Attacks always inflict Bleeding while you have Cat's Stealth
(40–50)% increased Damage with Hits and Ailments against Bleeding Enemies
You have Crimson Dance while you have Cat's Stealth
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(You can inflict Bleeding on an Enemy up to 8 times, Your Bleeding does not deal extra Damage while the Enemy is moving, 50% less Damage with Bleeding)
(100–150)% increased Armour and Evasion
(20–30)% increased Movement Speed
(-2–2) seconds to Avian's Flight Duration
Regenerate 100 Life per Second while you have Avian's Flight
Regenerate 12 Mana per Second while you have Avian's Flight
10% chance to Trigger Level 18 Animate Guardian's Weapon when Animated Weapon Kills an Enemy
(150–190)% increased Armour and Energy Shield
+(60–90) to maximum Life
Animated Guardian deals 5% increased Damage per Animated Weapon
Animated Minions' Melee Attacks deal Splash Damage to surrounding targets
Animated Minions' Melee Attacks deal 50% less Splash Damage to surrounding targets
You cannot have non-Animated Minions
animate guardian and weapon track on kill [2]
+(30–40) to Intelligence
(140–160)% increased Armour and Energy Shield
+(50–75)% to Cold Resistance
Cannot be Chilled
20% of Physical Damage from Hits taken as Cold Damage
30% of Fire Damage from Hits taken as Cold Damage
(15–20)% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
(120–150)% increased Armour and Evasion
+(50–60) to maximum Life
20% increased Movement Speed
50% increased Stun and Block Recovery
20% reduced Light Radius
+50% to Chaos Resistance during any Flask Effect
Adds (30–40) to (50–60) Chaos Damage to Spells and Attacks during any Flask Effect
You have Culling Strike against Cursed Enemies
Gain (20–28) Life per Cursed Enemy Hit with Attacks
Gain (10–14) Mana per Cursed Enemy Hit with Attacks
Take (100–200) Physical Damage when you use a Movement Skill
You have no Armour or Maximum Energy Shield
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
+(30–60) to maximum Energy Shield
+(80–100) to maximum Life
Cannot gain Energy Shield
Regenerate 50 Life per second if you have at least 500 Maximum Energy Shield
Regenerate 100 Life per second if you have at least 1000 Maximum Energy Shield
Regenerate 150 Life per second if you have at least 1500 Maximum Energy Shield
Your Energy Shield starts at zero
+(20–30) to all Attributes
(250–350)% increased Armour, Evasion and Energy Shield
Recover (3–5)% of Life on Kill
Recover (3–5)% of Energy Shield on Kill
6% increased Maximum Life for each Corrupted Item Equipped
8% increased Maximum Energy Shield for each Corrupted Item Equipped
(-6–-4)% to all Resistances for each Corrupted Item Equipped
local six linked sockets [1]
(Attributes are Strength, Dexterity, and Intelligence)
(15–20)% increased Cast Speed
0.5% of Spell Damage Leeched as Life if Equipped Shield has at least 30% Chance to Block
+1 to Maximum Energy Shield per 5 Armour on Equipped Shield
+5 to Armour per 5 Evasion Rating on Equipped Shield
+20 to Evasion Rating per 5 Maximum Energy Shield on Equipped Shield
Adds (25–30) to (40–45) Fire Damage to Spells and Attacks
(100–120)% increased Armour
+(60–70) to maximum Life
30% increased Movement Speed
(120–150)% increased Armour and Energy Shield
+(20–30)% to Fire Resistance
+(20–30)% to Cold Resistance
+(20–30)% to Lightning Resistance
+(20–30)% to Chaos Resistance
+1 to maximum number of Summoned Holy Relics
Summoned Holy Relics have (20–25)% reduced Cooldown Recovery Rate
Chance to Block Spell Damage is Unlucky
+(60–120) to Strength
(80–100)% increased Armour
10% reduced Movement Speed
Strength's Damage Bonus instead grants 3% increased Melee
Physical Damage per 10 Strength
(Unlucky things are rolled twice and the worst result used)
+(200–300) to Accuracy Rating
(120–150)% increased Armour and Evasion
+(60–80) to maximum Life
6% increased Attack Damage for each Map Item Modifier affecting the Area
3% increased Attack Speed for each Map Item Modifier affecting the Area
(150–200)% increased Armour and Energy Shield
Nearby Allies have 1% Chance to Block Attack Damage per 100 Strength you have
Nearby Allies have +(6–8)% to Critical Strike Multiplier per 100 Dexterity you have
Nearby Allies have (2–4)% increased Cast Speed per 100 Intelligence you have
2% increased Mana Reservation Efficiency of Skills per 250 total Attributes
(Attributes are Strength, Dexterity, and Intelligence)
Socketed Gems are Supported by Level 25 Divine Blessing
(250–300)% increased Armour and Energy Shield
+(12–18)% to all Elemental Resistances
(20–30)% increased Movement Speed
(150–200)% increased Armour and Energy Shield
50% reduced Maximum Recovery per Life Leech
(6–10)% increased Attack and Cast Speed
(15–25)% increased Damage while Leeching
Life Leech effects are not removed when Unreserved Life is Filled
(Attributes are Strength, Dexterity, and Intelligence)
Adds (8–10) to (13–15) Physical Damage
+(350–400) to Armour
When used in the Synthesiser, the new item will have an additional Herald Modifier
[Random Herald of Purity modifier]
(Attributes are Strength, Dexterity, and Intelligence)
Minions convert 25% of Physical Damage to Fire Damage per Red Socket
Minions convert 25% of Physical Damage to Cold Damage per Green Socket
Minions convert 25% of Physical Damage to Lightning Damage per Blue Socket
Minions convert 25% of Physical Damage to Chaos Damage per White Socket
Minions have (5–10)% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(20–30)% increased Totem Life
25% increased Movement Speed
(30–50)% increased Totem Placement speed
Totems Reflect 100% of their maximum Life as Fire Damage to nearby Enemies when Hit
(100–140)% increased Armour and Energy Shield
+(50–80) to maximum Life
(5–8)% increased Damage per Raised Zombie
1% less Elemental Damage taken per Raised Zombie
+(20–30) to all Attributes
(60–80)% increased Armour
Fire Resistance is 75%
(50–55)% reduced Cold Resistance
(50–55)% reduced Lightning Resistance
(Attributes are Strength, Dexterity, and Intelligence)
+(30–50) to maximum Mana
+(10–16)% to all Elemental Resistances
(5–10)% increased Attack and Cast Speed
Create a Blighted Spore when your Skills or Minions Kill a Rare Monster
(Blighted Spores last for 10 seconds and have a random Aura)
(200–250)% increased Armour and Energy Shield
(7–10)% increased maximum Life
+(17–23)% to Chaos Resistance
Enemies on Fungal Ground you Kill Explode, dealing 5% of their Life as Chaos Damage
You have Fungal Ground around you while stationary
(Allies on your Fungal Ground gain 10% of Non-Chaos Damage as extra Chaos Damage. Enemies on your Fungal Ground deal 10% less Damage.)
Can have up to 5 Implicit Modifiers while Item has this Modifier
(150–200)% increased Armour and Energy Shield
(7–12)% increased maximum Life
+(20–30)% to Fire and Lightning Resistances
(Loses all but 1 Implicit Modifier if this Modifier is lost)
(9–21)% increased maximum Life, Mana and Global Energy Shield
Transfiguration of Soul
Transfiguration of Body
Transfiguration of Mind
(Increases and Reductions to Maximum Energy Shield
also apply to Spell Damage at 30% of their value)
(Increases and Reductions to Maximum Life also apply to Attack Damage at 30% of their value)
(Increases and Reductions to Maximum Mana also apply to Damage at 30% of their value)
(150–300)% increased Armour and Evasion
30% increased Movement Speed
20% chance to deal Double Damage while affected by Glorious Madness
+15 to maximum Fortification while affected by Glorious Madness
+(60–90) to maximum Life
Deal no Non-Lightning Damage
Armour also applies to Lightning Damage taken from Hits
Lightning Resistance does not affect Lightning Damage taken
Nearby Enemies have Lightning Resistance equal to yours
1000% increased Armour and Energy Shield
Damage taken from Blocked Hits cannot bypass Energy Shield
Damage taken from Unblocked hits always bypasses Energy Shield
Glancing Blows
(Chance to Block Attack Damage is doubled
Chance to Block Spell Damage is doubled
You take 65% of Damage from Blocked Hits)
Attacks have 15% chance to cause Bleeding
50% reduced Light Radius
+4% to Damage over Time Multiplier for Bleeding per Frenzy Charge
Bleeding you inflict deals Damage 4% faster per Frenzy Charge
(20–30)% chance to gain a Frenzy Charge on Critical Strike at Close Range
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(They will deal the same total damage over a shorter duration)
(Close Range is up to 2 metres)
Adds 40 to 75 Fire Damage to Attacks
Adds 30 to 65 Cold Damage to Attacks
Adds 10 to 130 Lightning Damage to Attacks
+(100–125)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Elemental Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
(40–60)% increased Global Critical Strike Chance
(200–220)% increased Armour
+(60–75) to maximum Life
You have Perfect Agony if you've dealt a Critical Strike recently
(Recently refers to the past 4 seconds)
(Modifiers to Critical Strike Multiplier also apply to Damage Multiplier for Ailments from Critical Strikes at 50% of their value. 30% less Damage with Hits)
+(60–80) to maximum Life
+15% to all Elemental Resistances
Share Endurance Charges with nearby party members
Gain an Endurance Charge when you are Hit
Lose 2% of Life per second if you have been Hit Recently
+(80–100) to maximum Life
+2 seconds to Cat's Agility Duration
Aspect of the Cat has no Reservation
Gain up to your maximum number of Frenzy and Endurance Charges when you gain Cat's Agility
You have Onslaught while you have Cat's Agility
+(180–220) to Armour
+(13–19)% to Chaos Resistance
25% increased Movement Speed
Cannot deal non-Chaos Damage
Adds 1 to 80 Chaos Damage to Attacks per 80 Strength
(5–10)% increased Attack Speed
+(180–200) to Armour
3% reduced Movement Speed
+(280–300) to Accuracy Rating
1% increased Attack Damage per 450 Armour
+(60–100) to maximum Life
30% increased Movement Speed
Gain a Power Charge on Hit while Poisoned
+30% to Chaos Resistance while stationary
Necrotic Footprints
50% chance for Spell Hits against you to inflict Poison
40% reduced Light Radius
Reflects 1 to (180–220) Lightning Damage to Attackers on Block
Defences are Zero
(18–22)% increased Elemental Resistances
(Armour, Evasion Rating and Energy Shield are the standard Defences)
15% Chance to Block Attack Damage
(100–120)% increased Physical Damage
+(30–50) to maximum Life
50% increased Defences from Equipped Shield
Adds 45 to 75 Fire Damage if you've Blocked Recently
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(Recently refers to the past 4 seconds)
(80–120)% increased Armour
(50–75)% increased Effect of Shrine Buffs on you
You have Lesser Brutal Shrine Buff
You have Lesser Massive Shrine Buff
(120–150)% increased Armour and Evasion
+(80–100) to maximum Life
+(8–12)% Chance to Block
+(5–8) to Level of Socketed Gems
+(30–50)% to Quality of Socketed Gems
Socketed Skills deal Double Damage
(100–150)% increased Armour and Evasion
Triggers Level 20 Physical Aegis when Equipped
(300–400)% increased Armour and Evasion
100% chance to Avoid Bleeding
(8–15)% increased Attack and Cast Speed while Physical Aegis is depleted
(50–70)% increased Critical Strike Chance while Physical Aegis is depleted
Nearby Enemies are Blinded while Physical Aegis is not depleted
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
(30–50)% increased Projectile Speed
(30–50)% increased Projectile Damage
Projectiles cannot collide with Enemies in Close Range
Far Shot
(Close Range is up to 2 metres)
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
30% increased Movement Speed
Nearby Enemies are Scorched
(30–50)% increased Effect of Scorch
(30–40)% chance when you Kill a Scorched Enemy to Burn Each surrounding
Enemy for 4 seconds, dealing 8% of the Killed Enemy's Life as Fire Damage per second
(Scorched Enemies have -10% to Elemental Resistances)
+(50–70) to maximum Life
Gain Sacrificial Zeal when you use a Skill, dealing you 150% of the Skill's Mana Cost as Physical Damage per Second
Hits Overwhelm (10–15)% of Physical Damage Reduction while you have Sacrificial Zeal
(Sacrificial Zeal grants Added Spell Physical Damage equal to 25% of the Skill's Mana Cost, and causes you to take Physical Damage over Time, for 4 seconds)
(Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
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 Double 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)
Minions have (20–40)% reduced maximum Life
Minions have (15–25)% increased Movement Speed
Minions have 50% increased Critical Strike Chance per Maximum Power Charge you have
Minions can hear the whispers for 5 seconds after they deal a Critical Strike
(Minions which hear the whispers take 20% of their maximum life as chaos damage per second, have 50% increased attack speed and damage, and do not listen to you)
(120–160)% increased Armour and Energy Shield
+(15–25)% to all Elemental Resistances
Damage of Enemies Hitting you is Unlucky while you have a Magic Ring Equipped
You are Hexproof if you have a Magic Ring in right slot
Take no Extra Damage from Critical Strikes if you have a Magic Ring in left slot
(Unlucky things are rolled twice and the worst result used)
(12–15)% increased maximum Life
+(40–60)% to Fire Resistance
+1 to Maximum Endurance Charges
Modifiers to Minimum Endurance Charges instead apply to Minimum Brutal Charges
Maximum Brutal Charges is equal to Maximum Endurance Charges
Gain Brutal Charges instead of Endurance Charges
(Players have 3% chance to deal Triple Damage and 10% increased Stun Threshold per Brutal Charge)
(120–150)% increased Armour
(10–25)% reduced Rage Cost of Skills
Vaal Attack Skills you Use yourself Cost Rage instead of requiring Souls
You cannot gain Rage during Soul Gain Prevention
(30–60)% increased Evasion Rating and Armour
Deal no Non-Physical Damage
Attacks that Fire Projectiles Consume up to 1 additional Steel Shard
Skills Fire 3 additional Projectiles for 4 seconds after
you consume a total of 12 Steel Shards
(15–20)% increased Armour
+(100–120) to maximum Life
10% reduced Stun and Block Recovery
Nearby Enemies have 10% reduced Stun and Block Recovery
[Random Strength aura Reserves no Mana]
+(15–20) to all Attributes
+(100–120) to maximum Life
(15–20)% increased Global Defences
Envy has no Reservation
(Attributes are Strength, Dexterity, and Intelligence)
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(-30–30)% to Fire Resistance
(-30–30)% to Cold Resistance
(-30–30)% to Lightning Resistance
(-23–23)% to Chaos Resistance
+(19–29)% to Chaos Resistance
Gain (15–25) Life per Enemy Killed
Nearby Enemies Killed by anyone count as being Killed by you instead
All Sockets are White
+(5–8)% to Quality of Socketed Support Gems
Socketed Support Gems can also Support Skills from your Main Hand
(100–150)% increased Armour and Evasion
+(3–5)% Chance to Block
+(26–32)% chance to Suppress Spell Damage
(200–250)% increased Armour and Evasion
+(9–13)% Chance to Block
You take 20% of Damage from Blocked Hits
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(100–150)% increased Armour
(20–30)% chance to inflict Corrosion on Hit with Attacks
(20–30)% chance to gain an Endurance Charge on Hitting an Enemy with no Armour
(20–30)% chance to gain a Frenzy Charge on Hitting an Enemy with no Evasion Rating
(-5000 to total Armour and -1000 to total Evasion Rating per Corrosion. Corrosion lasts 4 seconds and refreshes the duration of existing Corrosion)
+(20–25)% Chance to Block
-1% Chance to Block Attack Damage for every 200 Fire Damage taken from Hits Recently
(10–20)% of Cold Damage taken as Fire Damage
(10–20)% of Lightning Damage taken as Fire Damage
(10–20)% of Physical Damage taken as Fire Damage
Scorch Enemies in Close Range when you Block
(Recently refers to the past 4 seconds)
(Scorched Enemies have -10% to Elemental Resistances)
(Close Range is up to 2 metres)
(80–120)% increased Armour
+(50–70) to maximum Life
When you Attack, take (15–20)% of Life as Physical Damage for
each Warcry Exerting the Attack
Skills deal (10–15)% more Damage for each Warcry Exerting them
[The Eater of Worlds Implicit]
+(20–50) to Dexterity
+(20–50) to Intelligence
(10–15)% increased Global Defences
Critical Strikes inflict Malignant Madness if The Eater of Worlds is dominant
Kill Enemies that have 15% or lower Life on Hit if The Searing Exarch is dominant
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(Malignant Madness reduces Damage and Action Speed by 10%, for 8 seconds)
+(450–500) to Armour
+(40–50) to maximum Life
(30–40)% increased Stun and Block Recovery
Punishment has no Reservation if Cast as an Aura
Vulnerability has no Reservation if Cast as an Aura
Gain Maddening Presence for 10 seconds when you Kill a Rare or Unique Enemy
(Nearby Enemies will be afflicted with Malignant Madness, reducing their Damage and Action Speed by 10%)
30% of Physical Damage Converted to Chaos Damage
Reflects 5 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [600]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
Adds 5 to 15 Physical Damage to Attacks
+(25–30)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Physical Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
(70–100)% increased Rarity of Items found
+5% to all Elemental Resistances
5% reduced Movement Speed
(15–20)% increased Attack Speed
30% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
Point Blank
Iron Reflexes while stationary
(Recently refers to the past 4 seconds)
(Projectile Attack Hits deal up to 30% more Damage to targets at the start of their movement, dealing less Damage to targets as the projectile travels farther)
(Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating)
Can have up to 5 Implicit Modifiers while Item has this Modifier
(150–200)% increased Armour and Energy Shield
(7–12)% increased maximum Life
+(20–30)% to Fire and Lightning Resistances
(Loses all but 1 Implicit Modifier if this Modifier is lost)
Adds (1–2) to (3–4) Physical Damage to Attacks
(80–100)% increased Armour
Iron Grip
(Strength's Damage bonus also applies to Projectile Attacks)
(30–50)% increased Projectile Speed
(10–30)% increased Projectile Damage
Projectiles cannot collide with Enemies in Close Range
Far Shot
(Close Range is up to 2 metres)
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
-10% Chance to Block
50% increased Global Armour while you have no Energy Shield
You have Unholy Might while you have no Energy Shield
Create Profane Ground instead of Consecrated Ground
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(Enemies on Profane Ground have -10% to all Resistances, and Hits against them have 100% increased Critical Strike Chance)
Triggers Level 1 Elemental Aegis when Equipped
(180–220)% increased Armour
+(20–40) to maximum Life
+(40–50) to Evasion Rating and Energy Shield
(80–120)% increased Armour
(25–50)% increased Effect of Shrine Buffs on you
You have Lesser Brutal Shrine Buff
You have Lesser Massive Shrine Buff
+(25–40) to maximum Life
2% of Physical Attack Damage Leeched as Life
You lose all Endurance Charges when Hit
You gain an Endurance Charge on Kill
You gain Onslaught for 5 seconds per Endurance Charge when Hit
(20–50)% increased Effect of Onslaught on you
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(60–100)% increased Armour and Evasion
30% increased Movement Speed
Cannot be Chilled
Cannot be Frozen
Take 6000 Fire Damage per Second while Flame-Touched
Gain Adrenaline when you become Flame-Touched
Lose Adrenaline when you cease to be Flame-Touched
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it. Lasts until removed.)
+(20–30) to Dexterity
(80–120)% increased Armour and Evasion
(15–25)% increased Rarity of Items found
Has a Crucible Passive Skill Tree
Crucible Passive Skill Tree is removed if this Modifier is removed
(100–150)% increased Armour and Evasion
(2–3)% of Physical Attack Damage Leeched as Life
10% chance to gain Adrenaline for 2 Seconds when Leech is
removed by Filling Unreserved Life
10% chance to gain Onslaught for 4 Seconds when Leech is
removed by Filling Unreserved Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(150–250)% increased Armour and Energy Shield
+(17–29)% to Chaos Resistance
Regenerate 3% of Life per second
Armour also applies to Chaos Damage taken from Hits
5% reduced Movement Speed
(100–200)% increased Stun and Block Recovery
Unaffected by Damaging Ailments
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
+(300–500) to Armour
Take no Burning Damage if you've stopped taking Burning Damage Recently
Nearby Enemies Convert 25% of their Physical Damage to Fire
(Recently refers to the past 4 seconds)
Recover (1–3)% of Life on Kill
(30–40)% increased Stun and Block Recovery
+(700–1000) to maximum Life if there are no Life Modifiers on other Equipped Items
(Flasks and Jewels are not Equipped)
Reflects 100 Cold Damage to Melee Attackers
Reflects 100 Fire Damage to Melee Attackers
Reflects 100 Lightning Damage to Melee Attackers
When an Enemy Hit deals Elemental Damage to you, their Resistance to those Elements becomes zero for 4 seconds
(80–120)% increased Armour
+(60–100) to maximum Mana
-2 to level of Socketed Skill Gems per Socketed Gem
Adds (7–10) to (15–18) Chaos Damage to Attacks
Adds (9–12) to (19–22) Fire Damage to Spells
+(15–20)% to Global Critical Strike Multiplier
+(80–100) to Armour
+(80–100) to Evasion Rating
+(30–35) to maximum Energy Shield
+(25–30) to maximum Life
+(20–25) to maximum Mana
+(8–10)% to all Elemental Resistances
(6–8)% increased Attack and Cast Speed
Maximum Quality is 200%
(Attributes are Strength, Dexterity, and Intelligence)
(100–150)% increased Armour and Evasion
+(20–40)% to Lightning Resistance
When Hit, gain a random Movement Speed modifier from 40% reduced to 100% increased, until Hit again
+15% Chance to Block
You take 100% of Elemental Damage from Blocked Hits
40% of Elemental Damage from Hits taken as Physical Damage
+(600–1000) to Armour
+1% to all maximum Elemental Resistances
You cannot be Maimed
(Maximum Resistances cannot be raised above 90%)
1% increased Attack Speed per Fortification
+(1–10) to maximum Fortification
Melee Hits from Strike Skills Fortify
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
(80–120)% increased Armour and Energy Shield
Gain (10–15) Rage after Spending a total of 200 Mana
Rage grants Cast Speed instead of Attack Speed
Rage grants Spell Damage instead of Attack Damage
(Inherent effects from having Rage are:
1% increased Attack Damage per 1 Rage
1% increased Attack Speed per 2 Rage
1% increased Movement Speed per 5 Rage)
+(10–15)% to all Elemental Resistances
Linked Targets always count as in range of Non-Curse Auras from your Skills
Non-Curse Auras from your Skills only apply to you and Linked Targets
(20–40)% increased Effect of Non-Curse Auras from your Skills while you have a Linked Target
+(20–30)% to all Elemental Resistances
Gain Maximum Life instead of Maximum Energy Shield from Equipped Armour Items
(80–120)% increased Armour and Evasion
+1 to Level of all Minion Skill Gems
25% increased Light Radius
Minions count as having the same number of
Endurance, Frenzy and Power Charges as you
Minions have the same maximum number of Endurance, Frenzy and Power Charges as you
30% increased Movement Speed
(5–25)% increased Duration of Ailments on Enemies
Damaging Ailments deal damage (5–25)% faster
You and Enemies in your Presence count as moving while affected by Elemental Ailments
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Passive /29
Reflects 50 Physical Damage to Melee Attackers
10% increased Global Accuracy Rating
Ignore all Movement Penalties from Armour
+20 to Dexterity
10% increased maximum Energy Shield
+8% to all Elemental Resistances
30% increased Armour
+1% to all maximum Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
+12% to all Elemental Resistances
Totems gain +30% to all Elemental Resistances
+150 Armour per Summoned Totem
+20 to Strength
16% increased Physical Damage
+10% to all Elemental Resistances
5% increased maximum Life
Regenerate 1% of Life per second
8% increased maximum Life
Attack Skills deal 24% increased Damage while holding a Shield
60% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
10% increased maximum Energy Shield
Regenerate 1% of Life per second
+10 to Strength and Intelligence
8% increased maximum Life
8% increased Attack Speed while holding a Shield
60% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
18% increased Armour
12% increased maximum Energy Shield
10% chance to gain Onslaught for 4 seconds on Kill
30% increased Armour and Evasion Rating during Onslaught
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
Fortifying Hits against Unique Enemies grant 100% increased Fortification
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
50% increased Armour while stationary
Remove Bleeding when you use a Guard Skill
Remove Corrupted Blood when you use a Guard Skill
Guard Skills have 25% increased Duration
30% increased Evasion Rating if you haven't been Hit Recently
+15% chance to Suppress Spell Damage if you've Hit an Enemy Recently
(Recently refers to the past 4 seconds)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+800 Armour if you've Blocked Recently
+8% Chance to Block Attack Damage while wielding a Staff
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Recently refers to the past 4 seconds)
10% increased Movement Speed while you have at least two Linked targets
(Armour, Evasion Rating and Energy Shield are the standard Defences)
Maximum Damage Reduction for any Damage Type is 50%
(Armour is treated as this percentage of its actual value, only for calculating damage mitigation)
3% of Physical Damage prevented from Hits Recently is Regenerated as Energy Shield per second
(Recently refers to the past 4 seconds)
16% increased Armour
+16 to maximum Life
+30 to Strength
(Adopt the power of the Viridian Wildwood, gradually covering your body in bark. Getting hit by enemy attacks causes bark to be removed. You have higher armour the more bark builds up, but higher chance to evade when less covered in bark)
+50% to all Elemental Resistances if you have an Equipped Helmet with no Socketed Gems
25% increased Maximum Life if you have Equipped Gloves with no Socketed Gems
30% increased Movement Speed if you have Equipped Boots with no Socketed Gems
Gain Maximum Life instead of Maximum Energy Shield from Equipped Armour Items
-6 Maximum Life per Level
(Characters inherently gain +12 Life per Level)
Ascendancy Passive /8
8% of Armour applies to Fire, Cold and Lightning Damage taken from Hits
25% increased Armour per Defiance
50% increased Maximum total Life Recovery per second from Leech while you have Defiance
At 10 Defiance, take Reflected Physical Damage equal to maximum Life, then lose all Defiance
Cluster Jewel Passive /15
Ignore all Movement Penalties from Armour
5% increased Movement Speed while holding a Shield
35% increased Physical Damage
+20% to Fire Resistance
0.4% of Fire Damage Leeched as Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+20% to Fire Resistance
15% chance to Defend with 200% of Armour
(Armour is treated as this percentage of its actual value, only for calculating damage mitigation)
Gain 1 Endurance Charge every second if you've been Hit Recently
(Recently refers to the past 4 seconds)
+1% to Critical Strike Multiplier per 10 Maximum Energy Shield on Shield
8% increased maximum Life
Recover 50 Life when you Block
50% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
20% increased Armour while stationary
Regenerate 2% of Life per second while stationary
+1% to all maximum Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
30% increased Armour
+3% Chance to Block Attack Damage
15% increased maximum Mana
+1 Armour per 10 Unreserved Maximum Mana
+15% Elemental Resistances while holding a Shield
60% increased Defences from Equipped Shield
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(Attributes are Strength, Dexterity, and Intelligence)
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
Timeless Jewel Passive /6
Faction | Category | Name | Show Full Descriptions |
---|---|---|---|
Vaal | Passive | Armour | (7–12)% increased Armour |
Vaal | Notable | Automaton Studies | (30–40)% increased Armour (3–4)% additional Physical Damage Reduction |
Templar | Keystone | Transcendence | Armour applies to Fire, Cold and Lightning Damage taken from Hits instead of Physical Damage -15% to all maximum Elemental Resistances Master the mortal world, and you may find immortality beyond. Militant Faith: Maxarius |
Templar | Keystone | Power of Purpose | 80% of Maximum Mana is Converted to twice that much Armour Empowered by the divine, you fear no weapon of man. Militant Faith: Avarius |
Eternal | Notable | Eternal Fortitude | 8% increased Armour per Endurance Charge |
Eternal | Notable | Gleaming Legion | 80% increased Armour |
Timeless Jewel Passive Additions /2
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | (7–12)% increased Armour | vaal_small_armour |
Karui | Notable | 20% increased Armour | karui_notable_add_armour |
Elevated modifier List /2
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
of the Crusade | 80 | +(4.2–5) to maximum Fortification Group: 2002 | +500 to Armour while Fortified +(4.2–5) to maximum Fortification |
of the Conquest | 75 | (2–4)% additional Physical Damage Reduction Group: 1689 | (15–20)% increased Armour (2–4)% additional Physical Damage Reduction |
Community Wiki
Armour
Armour is a form of defence that mitigates incoming physical damage from hits. Armour rating can be increased by wearing equipment, taking certain passive skills, using skills (e.g. Molten Shell), and drinking flasks (e.g. Granite Flask and Basalt Flask).
Mechanics
Along with evasion and energy shield, armour is one of the three defence types that can implicitly appear on equipment. Unlike resistance, armour has diminishing returns as its effectiveness is based on the magnitude of incoming physical damage (multiplied by 10). As a result, armour is most effective in mitigating small hits (i.e. 50% and better reduction for initial damage less than a tenth of the armour value) and least effective in mitigating very large hits (where its absolute reduction can at most be one tenth of the armour value).
Supposedly the most armour monsters have in the game is about 983.
Physical damage reduction from armour only mitigates physical damage from hits. It falls under the modifier #% additional Physical Damage Reduction when Hit. Physical Damage Reduction is capped at 90%.
Armour does not mitigate damage over time, as armour will only mitigate damage from hits. Bleed is a damage over time debuff that is based on the initial physical hit, armour would reduce the initial hit but not the damage over time. However both the initial hit and the damage over time can be mitigated with other sources for example endurance charges because they don't only apply to hits.
Armour will only mitigate physical damage hits, not for elemental or chaos damage. If the Transcendence keystone is taken, armour mitigates elemental damage hits, but not physical.
Rule of thumb
- To prevent one third of damage (33%), you need armour 2.5 times the damage (e.g. 250 armour for 100 damage)
- To prevent half of damage (50%), you need armour 5 times the damage (e.g. 500 armour for 100 damage)
- To prevent two thirds of damage (66%), you need armour 10 times the damage (e.g. 1000 armour for 100 damage)
- To prevent three quarters of damage (75%), you need armour 15 times the damage (e.g. 1500 armour for 100 damage)
- To prevent 90% of damage, you need armour 45 times the damage (e.g. 4500 armour for 100 damage)
- Armour will never prevent more damage than its value divided by 5 (e.g. 1000 armour will never prevent more than 200 damage)
Armour on monsters
Monsters also have armour values. The general amount of armour on monsters will increase as monster level increases, with monster types like stone golems and zombies having relatively high amounts of armour compared to hellions or sea witches. Boss monsters similarly increase in armour rating throughout the campaign. For example, Malachai, The Nightmare has 783 armour, while early map bosses such as Piety the Empyrean can have around 7000 armour depending on map level. Endgame bosses such as The Elder or Sirus, Awakener of Worlds have over 20000 and 32000 armour respectively.
Formulas
The amount of physical damage reduction is a function of armour rating and the physical damage taken.
Relative Physical Damage Reduction (Base Formula)
This is the base formula all other formulas are based upon. It is used to calculate the #% additional Physical Damage Reduction when Hit factor, i.e. the percentage by which the physical damage is mitigated.
where A is the defender's armour rating and Draw is the raw physical damage.
Required Armour Rating
To calculate the armour rating you need to mitigate a given amount of Physical Damage at specific ratio, you can use this formula:
Reverse Physical Damage
You can also calculate the raw physical damage that would have resulted for a given Physical Damage Reduction and Armour rating:
Resulting Physical Damage
To calculate the net physical damage (i.e. the damage after damage reduction, the following formula can be used:
Absolute Physical Damage Reduction Another way of looking at it is in terms of absolute physical damage reduction:
Defense factor
Examples
Mitigated Damage as a function of Incoming Damage and Armour Rating. Note that Rounding is usually decided in the monster's favor.
% Mitigated Damage as a function of Incoming Damage and Armour Rating
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