Item mods /24
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Clouds | 1 | Suffix | +(1–4) to all Attributes attribute | amulet 800 ring 400 default 0 |
of the Sky | 11 | Suffix | +(5–8) to all Attributes attribute | amulet 800 ring 400 default 0 |
of the Meteor | 22 | Suffix | +(9–12) to all Attributes attribute | amulet 800 ring 400 default 0 |
of the Comet | 33 | Suffix | +(13–16) to all Attributes attribute | amulet 800 ring 400 default 0 |
of the Heavens | 44 | Suffix | +(17–20) to all Attributes attribute | amulet 800 default 0 |
of the Galaxy | 55 | Suffix | +(21–24) to all Attributes attribute | amulet 800 default 0 |
of the Universe | 66 | Suffix | +(25–28) to all Attributes attribute | amulet 800 default 0 |
of the Infinite | 77 | Suffix | +(29–32) to all Attributes attribute | amulet 800 default 0 |
of the Multiverse | 85 | Suffix | +(33–35) to all Attributes attribute | amulet 800 default 0 |
of the Elder | 68 | Suffix | (6–9)% increased Attributes attribute | belt_elder 800 default 0 |
of the Elder | 75 | Suffix | (10–12)% increased Attributes attribute | belt_elder 400 default 0 |
of Shaping | 68 | Suffix | (6–9)% increased Attributes attribute | amulet_shaper 800 default 0 |
of the Hunt | 68 | Suffix | (6–9)% increased Attributes attribute | belt_basilisk 500 default 0 |
of the Hunt | 75 | Suffix | (10–12)% increased Attributes attribute | belt_basilisk 500 default 0 |
60 | WeaponTreeRecombined | Adds 2 to 4 Chaos Damage to Attacks with this Weapon per 10 of your lowest Attribute | one_hand_weapon 250 default 0 | |
60 | WeaponTreeRecombined | Adds 3 to 5 Chaos Damage to Attacks with this Weapon per 10 of your lowest Attribute | two_hand_weapon 250 default 0 | |
1 | WeaponTree | 4% increased Attributes 8% increased Global Damage | two_hand_weapon 0 attack_dagger 500 mace 500 axe 500 sword 500 claw 500 default 0 | |
45 | WeaponTree | 4% increased Attributes 12% increased Global Damage | two_hand_weapon 0 attack_dagger 500 mace 500 axe 500 sword 500 claw 500 default 0 | |
75 | WeaponTree | 4% increased Attributes 16% increased Global Damage | two_hand_weapon 0 attack_dagger 250 mace 250 axe 250 sword 250 claw 250 default 0 | |
1 | WeaponTree | 6% increased Attributes 15% increased Global Damage | one_hand_weapon 0 attack_staff 500 mace 500 axe 500 sword 500 bow 500 default 0 | |
45 | WeaponTree | 6% increased Attributes 20% increased Global Damage | one_hand_weapon 0 attack_staff 500 mace 500 axe 500 sword 500 bow 500 default 0 | |
75 | WeaponTree | 6% increased Attributes 25% increased Global Damage | one_hand_weapon 0 attack_staff 250 mace 250 axe 250 sword 250 bow 250 default 0 | |
1 | WeaponTree | 10% increased Explicit Attribute Modifier magnitudes | fishing_rod 0 default 150 | |
65 | WeaponTree | 15% increased Explicit Attribute Modifier magnitudes | fishing_rod 0 default 150 |
Abyss Jewel mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Adaption | 1 | Suffix | +(6–8) to all Attributes attribute | default 250 |
Cluster Jewel mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Cloud | 1 | Suffix | Added Small Passive Skills also grant: +2 to All Attributes attribute | expansion_jewel_large 500 expansion_jewel_medium 500 default 0 |
of the Sky | 68 | Suffix | Added Small Passive Skills also grant: +3 to All Attributes attribute | expansion_jewel_large 400 expansion_jewel_medium 400 default 0 |
of the Meteor | 84 | Suffix | Added Small Passive Skills also grant: +4 to All Attributes attribute | expansion_jewel_large 300 expansion_jewel_medium 300 default 0 |
of the Cloud | 1 | Suffix | Added Small Passive Skills also grant: +2 to All Attributes attribute | expansion_jewel_small 500 default 0 |
of the Sky | 68 | Suffix | Added Small Passive Skills also grant: +3 to All Attributes attribute | expansion_jewel_small 400 default 0 |
of the Meteor | 73 | Suffix | Added Small Passive Skills also grant: +4 to All Attributes attribute | expansion_jewel_small 300 default 0 |
of the Comet | 78 | Suffix | Added Small Passive Skills also grant: +5 to All Attributes attribute | expansion_jewel_small 200 default 0 |
of the Heavens | 84 | Suffix | Added Small Passive Skills also grant: +6 to All Attributes attribute | expansion_jewel_small 100 default 0 |
Veiled mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Hillock | 60 | Suffix | (7–8)% increased Attributes attribute | body_armour 2000 default 0 |
Crafting Bench /4
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
+(6–9) to all Attributes | 3x Orb of Chance | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Quiver | Labyrinth Trial in The Imperial Gardens |
+(10–13) to all Attributes | 6x Orb of Chance | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Quiver | Labyrinth Trial in The Tunnel |
5% increased Attributes | 2x Orb of Alchemy | Body Armour | Betrayal Unveil |
6% increased Attributes | 4x Chaos Orb | Body Armour | Betrayal Unveil |
Misc mods /4
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
of Adaption | 1 | Jewel | Suffix | +(6–8) to all Attributes attribute | default 300 |
1 | Jewel | Unique | 4% increased Attributes per allocated Keystone attribute | ||
1 | Jewel | Unique | (5–7)% increased Attributes attribute | ||
1 | Jewel | Unique | While your Passive Skill Tree connects to the Scion's starting location, you gain: +25 to All Attributes attribute |
Item /10
Deft Fossil
Stack Size: 1 / 20
More Critical modifiers
No Attribute modifiers
No Attribute modifiers
Fundamental Fossil
Stack Size: 1 / 20
More Attribute modifiers
No Critical modifiers
No Critical modifiers
The Unexpected Prize
Stack Size: 1 / 2
Attribute Transforming Jewel
Corrupted
Corrupted
Intrinsic Catalyst
Stack Size: 1 / 10
Adds quality that enhances Attribute modifiers on a ring, amulet or belt
Replaces other quality types
Replaces other quality types
Golden Blade
Physical Damage: 3-23
Critical Strike Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.1 metres
Requires 8 Str, 8 Dex
+(16–24) to all Attributes
Golden Hoop
Requires Level 12
+(8–12) to all Attributes
Onyx Amulet
Requires Level 25
+(10–16) to all Attributes
Onyx Amulet
Requires Level 3
+(10–16) to all Attributes
Three Rat Talisman
Talisman Tier: 3
(12–16)% increased Attributes
local stat monsters pick up item [1]
Corrupted
Golden Wreath
Requires Level 12
+(16–24) to all Attributes
Unique /53
+(10–16) to all Attributes
+(80–100) to all Attributes
-4 Physical Damage taken from Attack Hits
(Attributes are Strength, Dexterity, and Intelligence)
+(10–16) to all Attributes
+(20–40) to all Attributes
+(10–20)% to all Elemental Resistances
(1.2–2)% of Physical Attack Damage Leeched as Life
50% increased total Recovery per second from Life Leech
(30–40)% increased Damage while Leeching
Extra gore
(Attributes are Strength, Dexterity, and Intelligence)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(15–25)% increased Stun and Block Recovery
+(20–30) to all Attributes
(10–20)% increased Rarity of Items found
+20% to Fire Resistance
20% increased Flask Effect Duration
-2 Physical Damage taken from Attack Hits
(Attributes are Strength, Dexterity, and Intelligence)
Adds 1 to 4 Physical Damage to Attacks
+(10–30) to all Attributes
(10–30)% increased Damage
(10–30)% increased Rarity of Items found
+(10–30)% to all Elemental Resistances
(Attributes are Strength, Dexterity, and Intelligence)
+(8–12)% to all Elemental Resistances
Trigger Level 20 Death Aura when Equipped
+(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)
+(20–25) to all Attributes
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)
30% increased Stun Duration on Enemies
+(25–50) to all Attributes
(80–100)% increased Physical Damage
Adds 5 to 25 Physical Damage
Gain 10 Life per Enemy Killed
Enemies Killed with Attack or Spell Hits Explode, dealing 10% of their Life as Fire Damage
(Attributes are Strength, Dexterity, and Intelligence)
+(20–30)% to Lightning Resistance
+(10–15) to all Attributes
(20–40)% increased Mana Regeneration Rate
60% reduced Effect of Curses on you
Regenerate 3 Life per second per Level
(Attributes are Strength, Dexterity, and Intelligence)
Socketed Gems are supported by Level 20 Cast on Death
+(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)
+22% Chance to Block Attack Damage while wielding a Staff
Socketed Gems fire 4 additional Projectiles
Socketed Gems fire Projectiles in a circle
+(15–20) to all Attributes
+(5–7)% to all Elemental Resistances
(60–100)% increased Projectile Damage
20% increased Light Radius
(Attributes are Strength, Dexterity, and Intelligence)
+(20–30) to Intelligence
Grants Level 10 Purity of Elements Skill
+(10–20) to all Attributes
+(20–40) to maximum Life
+(5–10)% to all Elemental Resistances
(Attributes are Strength, Dexterity, and Intelligence)
+(15–25)% to all Elemental Resistances
+1 to Level of Socketed Gems
+(30–50) to all Attributes
(Attributes are Strength, Dexterity, and Intelligence)
(5–7)% increased Attributes
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)
+(20–30) to Intelligence
+(10–15) to all Attributes
50% increased Lightning Damage
(10–20)% increased maximum Mana
Lightning Damage with Non-Critical Strikes is Lucky
(Attributes are Strength, Dexterity, and Intelligence)
+(25–35) to Strength
+(10–15) to all Attributes
+(20–40)% to Cold Resistance
1% increased Rarity of Items found per 15 Rampage Kills
Rampage
(Attributes are Strength, Dexterity, and Intelligence)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
+(15–20) to all Attributes
(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)
While your Passive Skill Tree connects to a class' starting location, you gain:
Marauder: Melee Skills have 25% increased Area of Effect
Duelist: 1% of Attack Damage Leeched as Life
Ranger: 7% increased Movement Speed
Shadow: +0.5% to Critical Strike Chance
Witch: 0.5% of Mana Regenerated per second
Templar: Damage Penetrates 5% Elemental Resistances
Scion: +25 to All Attributes
Marauder: Melee Skills have 25% increased Area of Effect
Duelist: 1% of Attack Damage Leeched as Life
Ranger: 7% increased Movement Speed
Shadow: +0.5% to Critical Strike Chance
Witch: 0.5% of Mana Regenerated per second
Templar: Damage Penetrates 5% Elemental Resistances
Scion: +25 to All Attributes
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Attributes are Strength, Dexterity, and Intelligence)
+(25–40) to maximum Life
(5–15)% increased Attributes
+(60–80) to maximum Life
Cannot be Frozen if Dexterity is higher than Intelligence
Cannot be Ignited if Strength is higher than Dexterity
Cannot be Shocked if Intelligence is higher than Strength
1% increased Damage per 5 of your lowest Attribute
(Attributes are Strength, Dexterity, and Intelligence)
30% increased Stun Duration on Enemies
+(25–50) to all Attributes
(80–100)% increased Physical Damage
Adds (94–98) to (115–121) Physical Damage
Recover 5% of Life on Kill
Enemies Killed with Attack or Spell Hits Explode, dealing 10% of their Life as Fire Damage
(Attributes are Strength, Dexterity, and Intelligence)
+(25–75) to all Attributes
+(30–40)% to Lightning Resistance
(12–20)% increased Mana Reservation Efficiency of Skills
100% increased Aspect of the Avian Buff Effect
Aspect of the Avian also grants Avian's Might and Avian's Flight to nearby Allies
+(120–150) to Evasion Rating and Energy Shield
(Attributes are Strength, Dexterity, and Intelligence)
Has 6 Sockets
+(8–24) to all Attributes
Adds (4–10) to (14–36) Physical Damage to Attacks
(20–60)% increased Global Critical Strike Chance
+(15–50) to maximum Energy Shield
+(20–60) to maximum Life
+(20–50) to maximum Mana
(6–30)% increased Rarity of Items found
(15–50)% increased Elemental Damage
Your Maximum Resistances are (76–78)%
(Attributes are Strength, Dexterity, and Intelligence)
Gain (6–8) Life per Enemy Hit with Attacks
+(15–30) to all Attributes
(7–10)% increased Attack Speed
Gain (2–3) Life per Enemy Hit with Attacks
10% increased Area of Effect
Adds 1 to 2 Cold Damage to Attacks per 10 Dexterity
Adds 1 to 2 Fire Damage to Attacks per 10 Strength
Adds to 3 Lightning Damage to Attacks per 10 Intelligence
(Attributes are Strength, Dexterity, and Intelligence)
+(9–20) to maximum Energy Shield
+(15–20) to all Attributes
(5–10)% increased Movement Speed
Damage of Enemies Hitting you is Unlucky while you are Cursed with Vulnerability
You count as on Full Life while you are Cursed with Vulnerability
You are Cursed with Vulnerability
(Attributes are Strength, Dexterity, and Intelligence)
(Unlucky things are rolled twice and the worst result used)
(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)
+(9–20) to maximum Energy Shield
+(15–20) to all Attributes
(5–10)% increased Movement Speed
50% increased Effect of Curses on you
You count as on Low Life while you are Cursed with Vulnerability
You are Cursed with Vulnerability
(Attributes are Strength, Dexterity, and Intelligence)
(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)
18% increased Elemental Damage
+(20–30) to all Attributes
Minions deal (30–40)% increased Damage
Summoned Skeletons Cover Enemies in Ash on Hit
Summoned Skeletons take (15–30)% of their Maximum Life per second as Fire Damage
Summoned Skeletons have Avatar of Fire
(Attributes are Strength, Dexterity, and Intelligence)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
Deal no Non-Fire Damage)
+1 to Level of all Vaal Skill Gems
Has an additional Implicit Mod
+(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)
Corrupted
Has 1 Socket
+5 to Level of Socketed Aura Gems
Socketed Gems have 20% reduced Reservation Efficiency
+(15–25) to all Attributes
Regenerate 15 Life per second for each Uncorrupted Item Equipped
-2 to Total Mana Cost of Skills for each Corrupted Item Equipped
veiled mod seed [1,30000]
veiled mod type [2]
(Attributes are Strength, Dexterity, and Intelligence)
[One to three random synthesis implicit modifiers]
+(25–30) to all Attributes
(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)
[One to three random synthesis implicit modifiers]
+(10–20) to all Attributes
Adds (15–20) to (21–30) Chaos Damage
+(17–23)% to Chaos Resistance
When used in the Synthesiser, the new item will have an additional Herald Modifier
[Random Herald of Agony modifier]
(Attributes are Strength, Dexterity, and Intelligence)
[One to three random synthesis implicit modifiers]
+(15–25) to all Attributes
(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)
[One to three random synthesis implicit modifiers]
+(10–20) to all Attributes
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)
+(8–16)% to all Elemental Resistances
+(20–30) to all Attributes
10% increased Character Size
(Attributes are Strength, Dexterity, and Intelligence)
Can have a second Enchantment Modifier
+(20–30) to all Attributes
(60–80)% increased Evasion Rating
(50–55)% reduced Fire Resistance
Cold Resistance is 75%
(50–55)% reduced Lightning Resistance
(Attributes are Strength, Dexterity, and Intelligence)
Can have a second Enchantment Modifier
+(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)
Can have a second Enchantment Modifier
+(20–30) to all Attributes
(60–80)% increased Energy Shield
(50–55)% reduced Fire Resistance
(50–55)% reduced Cold Resistance
Lightning Resistance is 75%
(Attributes are Strength, Dexterity, and Intelligence)
+(25–40) to maximum Life
+(15–20) to all Attributes
+(50–70) to maximum Life
You can have an Offering of each type
Offering Skills have 50% reduced Duration
(Attributes are Strength, Dexterity, and Intelligence)
Socketed Gems are Supported by Level (1–10) (1–164)
Socketed Gems are Supported by Level (25–35) (1–164)
+(25–30) to all Attributes
(Attributes are Strength, Dexterity, and Intelligence)
+(20–25) to all Attributes
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)
(15–25)% increased Stun and Block Recovery
+(20–30) to all Attributes
(15–25)% increased Flask Charges gained
(10–20)% increased Flask Charges used
(10–20)% increased Flask Effect Duration
Life Flasks gain 1 Charge every 3 seconds
100% of Life Recovery from Flasks is applied to nearby Allies instead of You
(Attributes are Strength, Dexterity, and Intelligence)
Has 6 Sockets
+(8–24) to all Attributes
Adds (4–10) to (14–36) Physical Damage to Attacks
(120–160)% increased Global Critical Strike Chance
+(150–200) to maximum Energy Shield
+(120–160) to maximum Life
+(120–160) to maximum Mana
(6–30)% increased Rarity of Items found
(15–50)% increased Elemental Damage
Your Maximum Resistances are (70–72)%
(Attributes are Strength, Dexterity, and Intelligence)
Socketed Gems are Supported by Level (1–10) (1–164)
Socketed Gems are Supported by Level (25–35) (1–164)
+(25–30) to all Attributes
(Attributes are Strength, Dexterity, and Intelligence)
18% increased Elemental Damage
+(20–30) to all Attributes
Minions deal (30–40)% increased Damage
Raised Zombies Cover Enemies in Ash on Hit
Raised Zombies take (15–30)% of their Maximum Life per second as Fire Damage
Raised Zombies have Avatar of Fire
(Attributes are Strength, Dexterity, and Intelligence)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
Deal no Non-Fire Damage)
+(10–16) to all Attributes
(-3–3)% to maximum Fire Resistance
(-3–3)% to maximum Cold Resistance
(-3–3)% to maximum Lightning Resistance
You have Scorching Conflux, Brittle Conflux and Sapping Conflux while your two highest Attributes are equal
Cannot Ignite, Chill, Freeze or Shock
(Maximum Resistances cannot be raised above 90%)
Corrupted
+(5–10) to all Attributes
Minions have +6% to Damage over Time Multiplier per
Ghastly Eye Jewel affecting you, up to a maximum of +30%
Ghastly Eye Jewel affecting you, up to a maximum of +30%
(Attributes are Strength, Dexterity, and Intelligence)
+(10–16) to all Attributes
Grants Level 15 Envy Skill
+(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)
+(20–25) to all Attributes
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)
+20% Chance to Block Spell Damage while wielding a Staff
Socketed Gems fire 4 additional Projectiles
Socketed Gems fire Projectiles in a circle
+(15–20) to all Attributes
+(5–7)% to all Elemental Resistances
(15–30)% increased Projectile Damage
20% increased Light Radius
(Attributes are Strength, Dexterity, and Intelligence)
[One to three random synthesis implicit modifiers]
You have Consecrated Ground around you while
stationary if Strength is your highest Attribute
stationary if Strength is your highest Attribute
25% chance to create Profane Ground on Critical
Strike if Intelligence is your highest Attribute
Strike if Intelligence is your highest Attribute
Effects of Consecrated Ground you create Linger for 4 seconds
Effects of Profane Ground you create Linger for 4 seconds
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
(Hits against Enemies on Profane Ground have 100% increased Critical Strike Chance, and Curses have 10% increased Effect on them)
(The effects of the ground still apply to you, allies or enemies after leaving its area)
+(20–30) to maximum Mana
+(10–20) to all Attributes
Link Skills have (10–15)% increased Cast Speed
Link Skills have (10–15)% increased Skill Effect Duration
Linked Targets Cannot Die for 2 seconds after you Die
Lose no Experience when you die because a Linked target died
(Attributes are Strength, Dexterity, and Intelligence)
+(20–30) to maximum Life
10% chance to Trigger Summon Spirit of Akoya on Kill
+(10–20) to all Attributes
(30–50)% increased Mana Regeneration Rate
(10–15)% of Damage taken Recouped as Life
(Attributes are Strength, Dexterity, and Intelligence)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
(6–15)% increased Rarity of Items found
+(10–15) to all Attributes
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)
Corrupted
Passive Skills in Radius also grant +2 to all Attributes
[One to three random synthesis implicit modifiers]
+(10–20) to all Attributes
+(10–20)% to all Elemental Resistances
(40–60)% increased Cold Damage while affected by Herald of Ice
(40–60)% increased Fire Damage while affected by Herald of Ash
10% increased Mana Reservation Efficiency of Herald Skills
+1% to maximum Cold Resistance while affected by Herald of Ice
(Attributes are Strength, Dexterity, and Intelligence)
(Maximum Resistances cannot be raised above 90%)
Cluster Jewel Passive /1
+15 to all Attributes
+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)
Support Gem /2
Item mods /93
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Brute | 1 | Suffix | +(8–12) to Strength attribute | ring 1000 amulet 1000 belt 1000 str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 |
of the Wrestler | 11 | Suffix | +(13–17) to Strength attribute | ring 1000 amulet 1000 belt 1000 str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 |
of the Bear | 22 | Suffix | +(18–22) to Strength attribute | ring 1000 amulet 1000 belt 1000 str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 |
of the Lion | 33 | Suffix | +(23–27) to Strength attribute | ring 1000 amulet 1000 belt 1000 str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 |
of the Gorilla | 44 | Suffix | +(28–32) to Strength attribute | ring 1000 amulet 1000 belt 1000 str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 |
of the Goliath | 55 | Suffix | +(33–37) to Strength attribute | ring 1000 amulet 1000 belt 1000 str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 |
of the Leviathan | 66 | Suffix | +(38–42) to Strength attribute | ring 1000 amulet 1000 belt 1000 str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 |
of the Titan | 74 | Suffix | +(43–50) to Strength attribute | ring 1000 amulet 1000 belt 1000 str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 |
of the Gods | 82 | Suffix | +(51–55) to Strength attribute | ring 1000 amulet 1000 belt 1000 str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 |
of the Godslayer | 85 | Suffix | +(56–60) to Strength attribute | belt 1000 default 0 |
Filigree | 1 | Prefix | (20–40)% increased Fishing Line Strength | fishing_rod 1000 default 0 |
1 | Corrupted | (4–6)% increased Strength (4–6)% increased Dexterity attribute | amulet 1000 ring 1000 belt 1000 default 0 | |
1 | Corrupted | (4–6)% increased Strength (4–6)% increased Intelligence attribute | amulet 1000 ring 1000 belt 1000 default 0 | |
of the Elder | 68 | Suffix | (5–8)% increased Strength attribute | body_armour_elder 800 default 0 |
of the Elder | 83 | Suffix | (9–12)% increased Strength attribute | body_armour_elder 800 default 0 |
The Elder's | 80 | Prefix | 1% increased Damage per 15 Strength damage | amulet_elder 800 default 0 |
The Shaper's | 68 | Prefix | Adds (1–2) to (3–4) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attack | sword_shaper 200 axe_shaper 200 mace_shaper 200 sceptre_shaper 200 default 0 |
The Shaper's | 68 | Prefix | Adds (2–3) to (4–5) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attack | 2h_sword_shaper 200 2h_axe_shaper 200 2h_mace_shaper 200 staff_shaper 200 warstaff_shaper 200 default 0 |
The Elder's | 68 | Prefix | 1% increased Spell Damage per 16 Strength damage caster | sceptre_elder 400 default 0 |
The Elder's | 68 | Prefix | 1% increased Spell Damage per 10 Strength damage caster | attack_staff 0 staff_elder 400 default 0 |
of the Elder | 68 | Suffix | 3% increased Area of Effect per 50 Strength | mace_elder 1000 default 0 |
of the Hunt | 68 | Suffix | (6–8)% increased Strength attribute | boots_basilisk 500 default 0 |
of the Hunt | 75 | Suffix | (9–10)% increased Strength attribute | boots_basilisk 500 default 0 |
of the Conquest | 75 | Suffix | Gain Accuracy Rating equal to your Strength attack | helmet_adjudicator 500 default 0 |
of the Conquest | 68 | Suffix | (5–8)% increased Strength attribute | body_armour_adjudicator 500 amulet_adjudicator 500 default 0 |
of the Conquest | 75 | Suffix | (9–12)% increased Strength attribute | body_armour_adjudicator 500 amulet_adjudicator 500 default 0 |
Warlord's | 80 | Prefix | 1% increased Damage per 15 Strength damage | amulet_adjudicator 500 default 0 |
Hunter's | 68 | Prefix | Adds (1–2) to (3–4) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attack | sword_basilisk 200 axe_basilisk 200 mace_basilisk 200 sceptre_basilisk 200 default 0 |
Hunter's | 68 | Prefix | Adds (2–3) to (4–5) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attack | 2h_sword_basilisk 200 2h_axe_basilisk 200 2h_mace_basilisk 200 staff_basilisk 200 warstaff_basilisk 200 default 0 |
Hunter's | 68 | Prefix | 1% increased Spell Damage per 16 Strength damage caster | sceptre_basilisk 200 default 0 |
Hunter's | 68 | Prefix | 1% increased Spell Damage per 10 Strength damage caster | staff_basilisk 200 default 0 |
1 | ScourgeUpside | +(20–23) to Strength attribute | ring 500 amulet 500 belt 500 str_armour 500 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 500 sword 500 mace 500 sceptre 500 staff 500 axe 500 default 0 | |
45 | ScourgeUpside | +(24–27) to Strength attribute | ring 500 amulet 500 belt 500 str_armour 500 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 500 sword 500 mace 500 sceptre 500 staff 500 axe 500 default 0 | |
68 | ScourgeUpside | +(28–31) to Strength attribute | ring 500 amulet 500 belt 500 str_armour 500 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 500 sword 500 mace 500 sceptre 500 staff 500 axe 500 default 0 | |
68 | ScourgeUpside | +(32–35) to Strength attribute | ring 500 amulet 500 belt 500 str_armour 500 str_dex_armour 500 str_int_armour 500 str_dex_int_armour 500 sword 500 mace 500 sceptre 500 staff 500 axe 500 default 0 | |
68 | ScourgeUpside | (4–5)% increased Strength attribute | amulet 200 default 0 | |
68 | ScourgeUpside | (6–7)% increased Strength attribute | amulet 200 default 0 | |
1 | ScourgeUpside | +1 to Level of Socketed Strength Gems attribute gem | helmet 200 default 0 | |
1 | ScourgeUpside | Strength's Damage bonus also applies to Reeling Speed at 20% of its value | fishing_rod 1000 default 0 | |
1 | ScourgeDownside | (30–40)% reduced Fishing Line Strength | fishing_rod 1000 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Strength | no_tier_6_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Strength | no_tier_5_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Strength | no_tier_4_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Strength | no_tier_3_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 4% increased Damage per 100 Strength | no_tier_2_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 4% increased Damage per 100 Strength | no_tier_1_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 4% increased Damage per 100 Strength damage | no_tier_5_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 4% increased Damage per 100 Strength damage | no_tier_4_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 4% increased Damage per 100 Strength damage | no_tier_3_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 5% increased Damage per 100 Strength damage | no_tier_2_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 5% increased Damage per 100 Strength damage | no_tier_1_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Strength damage | no_tier_4_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Strength damage | no_tier_3_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Strength damage | no_tier_2_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Strength damage | no_tier_1_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 230 Strength | no_tier_6_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 220 Strength | no_tier_5_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 210 Strength | no_tier_4_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 200 Strength | no_tier_3_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 190 Strength | no_tier_2_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 180 Strength | no_tier_1_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 200 Strength | no_tier_5_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 190 Strength | no_tier_4_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 180 Strength | no_tier_3_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 170 Strength | no_tier_2_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 160 Strength | no_tier_1_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 170 Strength | no_tier_4_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 160 Strength | no_tier_3_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 150 Strength | no_tier_2_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 140 Strength | no_tier_1_eldritch_implicit 0 body_armour 100 default 0 | |
45 | WeaponTree | +1 to Level of Socketed Strength Gems | sword 250 axe 250 mace 500 sceptre 250 staff 250 default 0 | |
60 | WeaponTreeRecombined | Adds 1 to 3 Fire Damage to Attacks with this Weapon per 10 Strength | two_hand_weapon 0 sword 500 axe 500 mace 1000 sceptre 500 staff 500 default 0 | |
60 | WeaponTreeRecombined | Adds 2 to 4 Fire Damage to Attacks with this Weapon per 10 Strength | one_hand_weapon 0 sword 500 axe 500 mace 1000 sceptre 500 staff 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 | +60 to Strength Gain no inherent bonuses from Strength | two_hand_weapon 0 mace 200 one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | +80 to Strength Gain no inherent bonuses from Strength | two_hand_weapon 0 mace 200 one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | +90 to Strength Gain no inherent bonuses from Strength | one_hand_weapon 0 mace 200 two_hand_weapon 500 default 0 | |
1 | WeaponTree | +120 to Strength Gain no inherent bonuses from Strength | one_hand_weapon 0 mace 200 two_hand_weapon 500 default 0 | |
1 | WeaponTree | 4% increased Strength 4% increased Dexterity | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Strength 6% increased Dexterity | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Strength 6% increased Dexterity | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 10% increased Strength 10% increased Dexterity | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 4% increased Strength 4% increased Intelligence | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Strength 6% increased Intelligence | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Strength 6% increased Intelligence | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 10% increased Strength 10% increased Intelligence | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 6% chance to deal Double Damage if Strength is below 100 | mace 200 one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 10% chance to deal Double Damage if Strength is below 100 | mace 200 one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 12% chance to deal Double Damage if Strength is below 100 | mace 200 two_hand_weapon 500 default 0 | |
1 | WeaponTree | 16% chance to deal Double Damage if Strength is below 100 | mace 200 two_hand_weapon 500 default 0 | |
1 | WeaponTree | 30% increased Fishing Line Strength | fishing_rod 10000 default 0 |
Monsters mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | 20% increased Physical Weapon Damage per 10 Strength |
Abyss Jewel mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Strength | 1 | Suffix | +(12–16) to Strength attribute | default 500 |
of Athletics | 1 | Suffix | +(8–10) to Strength and Dexterity attribute | default 500 |
of Spirit | 1 | Suffix | +(8–10) to Strength and Intelligence attribute | default 500 |
Cluster Jewel mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Brute | 1 | Suffix | Added Small Passive Skills also grant: +(2–3) to Strength attribute | expansion_jewel_large 500 expansion_jewel_medium 500 default 0 |
of the Wrestler | 68 | Suffix | Added Small Passive Skills also grant: +(4–5) to Strength attribute | expansion_jewel_large 400 expansion_jewel_medium 400 default 0 |
of the Bear | 84 | Suffix | Added Small Passive Skills also grant: +(6–8) to Strength attribute | expansion_jewel_large 300 expansion_jewel_medium 300 default 0 |
of the Brute | 1 | Suffix | Added Small Passive Skills also grant: +(2–3) to Strength attribute | expansion_jewel_small 500 default 0 |
of the Wrestler | 68 | Suffix | Added Small Passive Skills also grant: +(4–5) to Strength attribute | expansion_jewel_small 400 default 0 |
of the Bear | 73 | Suffix | Added Small Passive Skills also grant: +(6–8) to Strength attribute | expansion_jewel_small 300 default 0 |
of the Lion | 78 | Suffix | Added Small Passive Skills also grant: +(9–11) to Strength attribute | expansion_jewel_small 200 default 0 |
of the Gorilla | 84 | Suffix | Added Small Passive Skills also grant: +(12–14) to Strength attribute | expansion_jewel_small 100 default 0 |
Fossil mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Underground | 1 | Suffix | +1 to Level of Socketed Strength Gems attribute gem | abyss_jewel 0 jewel 0 staff 1000 sceptre 1000 mace 1600 axe 1000 sword 1000 bow 750 dagger 750 claw 750 wand 750 str_armour 1600 int_armour 750 dex_armour 750 str_dex_armour 1000 str_int_armour 1000 dex_int_armour 750 str_dex_int_armour 1000 unset_ring 1000 default 0 |
Veiled mods /6
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Order | 60 | Suffix | +(31–35) to Strength and Dexterity attribute | body_armour 600 boots 600 gloves 600 helmet 600 amulet 600 ring 600 belt 600 shield 600 quiver 600 default 0 |
of the Order | 60 | Suffix | +(31–35) to Strength and Intelligence attribute | body_armour 600 boots 600 gloves 600 helmet 600 amulet 600 ring 600 belt 600 shield 600 quiver 600 default 0 |
of the Order | 60 | Suffix | +(25–28) to Strength and Intelligence (28–32)% increased Critical Strike Chance attack critical attribute | weapon 1000 default 0 |
of the Order | 60 | Suffix | +(25–28) to Strength and Dexterity +(311–350) to Accuracy Rating attack attribute | weapon 1000 default 0 |
of the Order | 60 | Suffix | +(31–35) to Strength +(15–18)% to Quality attribute | body_armour 0 shield 0 default 0 |
of the Order | 60 | Suffix | +(31–35) to Strength (21–25)% chance to Avoid being Ignited attribute | body_armour 1000 shield 1000 default 0 |
Crafting Bench /16
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
+(15–20) to Strength | 1x Orb of Augmentation | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · Quiver | Default |
+(21–25) to Strength | 2x Orb of Alchemy | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · Quiver | The Western Forest |
+(26–30) to Strength | 2x Chaos Orb | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · Quiver | Graveyard Map |
+(10–15) to Strength and Dexterity | 6x Orb of Alteration | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(16–20) to Strength and Dexterity | 2x Orb of Alchemy | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(21–25) to Strength and Dexterity | 4x Chaos Orb | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(10–15) to Strength and Intelligence | 6x Orb of Alteration | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(16–20) to Strength and Intelligence | 2x Orb of Alchemy | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(21–25) to Strength and Intelligence | 4x Chaos Orb | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(15–19) to Strength and Intelligence (15–20)% increased Critical Strike Chance | 2x Chaos Orb | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(20–24) to Strength and Intelligence (21–25)% increased Critical Strike Chance | 1x Exalted Orb | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(15–19) to Strength and Dexterity +(161–200) to Accuracy Rating | 4x Orb of Alteration | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(20–24) to Strength and Dexterity +(201–250) to Accuracy Rating | 4x Orb of Alchemy | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(10–15) to Strength (21–25)% chance to Avoid being Ignited | 8x Armourer's Scrap | Body Armour · Shield | Betrayal Unveil |
+(16–20) to Strength (21–25)% chance to Avoid being Ignited | 3x Orb of Alchemy | Body Armour · Shield | Betrayal Unveil |
+(21–25) to Strength (21–25)% chance to Avoid being Ignited | 4x Chaos Orb | Body Armour · Shield | Betrayal Unveil |
Misc mods /39
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Jewel | Unique | (4–6)% increased Strength attribute | ||
of Strength | 1 | Jewel | Suffix | +(12–16) to Strength attribute | not_str 300 default 500 |
of Athletics | 1 | Jewel | Suffix | +(8–10) to Strength and Dexterity attribute | not_int 450 default 250 |
of Spirit | 1 | Jewel | Suffix | +(8–10) to Strength and Intelligence attribute | not_dex 450 default 250 |
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Dexterity local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Dexterity local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Strength local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Strength local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | +(16–24) to Strength attribute | ||
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Intelligence local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Intelligence local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Strength local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Strength local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | 3% increased Totem Life per 10 Strength Allocated in Radius local jewel effect base radius [1500] resource life | ||
1 | Jewel | Unique | Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus local jewel effect base radius [1200] damage physical attack | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, 20% increased Rarity of Items dropped by Enemies Shattered by Glacial Hammer local jewel effect base radius [1200] attack drop | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Heavy Strike has a 20% chance to deal Double Damage local jewel effect base radius [1200] damage attack | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Hits with Cleave Fortify With at least 40 Strength in Radius, Cleave has +0.1 metres to Radius per Nearby Enemy, up to a maximum of +1 metre local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Molten Strike fires 2 additional Projectiles With at least 40 Strength in Radius, Molten Strike has 25% increased Area of Effect local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Molten Strike Projectiles Chain on impacting ground With at least 40 Strength in Radius, Molten Strike Projectiles Chain +1 time With at least 40 Strength in Radius, Molten Strike fires 50% less Projectiles local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Glacial Hammer deals Cold-only Splash Damage to surrounding targets With at least 40 Strength in Radius, 25% of Glacial Hammer Physical Damage Converted to Cold Damage local jewel effect base radius [1200] damage physical elemental cold attack | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Hits with Vigilant Strike Fortify you and Nearby Allies for 8 seconds local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Ground Slam has a 50% increased angle local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Ground Slam has a 35% chance to grant an Endurance Charge when you Stun an Enemy attack | ||
1 | Jewel | Unique | +7% to Critical Strike Multiplier per 10 Strength on Unallocated Passives in Radius damage critical | ||
1 | Jewel | Unique | 1% additional Physical Damage Reduction per 10 Strength on Allocated Passives in Radius physical | ||
1 | Jewel | Unique | -1 Strength per 1 Strength on Allocated Passives in Radius local jewel effect base radius [1200] attribute | ||
1 | Jewel | Unique | 2% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius resource life | ||
1 | Jewel | Unique | 3% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius resource life | ||
1 | Jewel | Unique | 2% reduced Life Recovery Rate per 10 Strength on Unallocated Passives in Radius resource life | ||
1 | Jewel | Unique | With 40 total Strength and Intelligence in Radius, Prismatic Skills deal 50% less Cold Damage With 40 total Strength and Intelligence in Radius, Prismatic Skills cannot choose Cold local jewel effect base radius [1200] damage elemental cold attack | ||
1 | Jewel | Unique | With 40 total Dexterity and Strength in Radius, Prismatic Skills deal 50% less Lightning Damage With 40 total Dexterity and Strength in Radius, Prismatic Skills cannot choose Lightning local jewel effect base radius [1200] damage elemental lightning attack | ||
1 | Jewel | Unique | +5 to Strength attribute | ||
1 | Jewel | Unique | With at least 40 Strength in Radius, Combust is Disabled With at least 40 Strength in Radius, Attacks Exerted by Infernal Cry deal (40–60)% more Damage with Ignite local jewel effect base radius [1200] attack | ||
Forceful | 84 | SanctumSpecial | Prefix | Adds 2 to 3 Fire Damage to Attacks per 10 Strength elemental fire attack | str_special_relic 200 default 50 |
Chieftain's | 1 | Charm | Prefix | (3–5)% increased Strength | str_animal_charm 1000 default 0 |
Chieftain's | 60 | Charm | Prefix | (6–8)% increased Strength | str_animal_charm 500 default 0 |
of the Inquisitor | 1 | Charm | Suffix | +(20–30) to Strength and Intelligence | int_animal_charm 500 str_animal_charm 500 default 0 |
of the Inquisitor | 60 | Charm | Suffix | +(31–40) to Strength and Intelligence | int_animal_charm 250 str_animal_charm 250 default 0 |
Essence /5
Item /9
Infused Engineer's Orb
Stack Size: 1 / 20
Greatly improves the quality and rewards of a Strongbox and strengthens its defenders
Orb of Conflict
Stack Size: 1 / 10
Unpredictably raise the strength of one Searing Exarch or Eater of Worlds modifier on an item and lower the strength of another
Lesser modifiers that have their strength lowered will be removed
Lesser modifiers that have their strength lowered will be removed
Lion Sword
Physical Damage: 69-115
Critical Strike Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3 metres
Requires Level 65, 104 Str, 122 Dex
+50 to Strength and Dexterity
Imperial Maul
Physical Damage: 102-153
Critical Strike Chance: 5%
Attacks per Second: 1.1
Weapon Range: 1.3 metres
Requires Level 65, 212 Str
10% increased Strength
Amber Amulet
Requires Level 7
+(20–30) to Strength
Agate Amulet
Requires Level 20
+(16–24) to Strength and Intelligence
Citrine Amulet
Requires Level 20
+(16–24) to Strength and Dexterity
Heavy Belt
Requires Level 10
+(25–35) to Strength
Heavy Belt
Requires Level 2
+(25–35) to Strength
Unique /113
+(20–30) to Dexterity
+(20–30) to Strength
+100 to Accuracy Rating
30% increased Projectile Speed
10% increased Movement Speed
30% increased Projectile Damage
+(25–40) to maximum Life
+(40–55) to Strength
+(40–55) to Dexterity
+(50–60) to maximum Life
(20–30)% increased Damage with Hits against Rare monsters
When you Kill a Rare monster, you gain its Modifiers for 60 seconds
(20–30)% increased Stun Duration on Enemies
+(40–50) to Strength
+(20–25)% to all Elemental Resistances
50% increased Flask Charges gained
10% chance to deal Double Damage while you have at least 200 Strength
5% chance to deal Triple Damage while you have at least 400 Strength
+(25–35) to Strength
+25 to Strength
Adds 10 to 20 Physical Damage to Attacks
10% increased maximum Life
+(10–20)% to Cold Resistance
25% increased Flask Life Recovery rate
+(25–40) to maximum Life
+(20–30) to Strength
+(20–30) to Intelligence
+(20–30)% to Cold Resistance
2% of Physical Attack Damage Leeched as Life
2% of Physical Attack Damage Leeched as Mana
(500–1000)% increased total Recovery per second from Life Leech
(500–1000)% increased total Recovery per second from Mana Leech
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(20–30) to maximum Life
Grants Level 10 Enduring Cry Skill
+(10–20) to Strength
+1 to Maximum Endurance Charges
Gain (6–8) Life per Enemy Hit with Attacks
+(15–25) to Strength
+(35–45) to Dexterity
+(15–25) to Intelligence
Adds 10 to 20 Cold Damage to Attacks
(7–10)% increased Attack Speed
Gain (2–3) Life per Enemy Hit with Attacks
10% increased Area of Effect
+(30–40) to Strength
+(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)
+(10–20) to Strength
(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
(15–18)% increased Strength
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
Summon Skeletons cannot Summon more than 1 Skeleton Warrior
Trigger Level 5 Rain of Arrows when you Attack with a Bow
+(40–60) to Strength
+(40–60) to Dexterity
Adds 12 to 24 Fire Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
+(5–30) to Strength
+(5–30) to Dexterity
+(5–30) to Intelligence
+(5–30) to maximum Energy Shield
100% increased Rarity of Items found when on Low Life
(10–25)% increased Movement Speed
(You are on Low Life if you have 50% of your Maximum Life or less)
Melee Strike Skills deal Splash Damage to surrounding targets
+50 to Strength
(150–200)% increased Armour
100% increased Knockback Distance
Melee Hits with Strike Skills always Knockback
+(20–30) to Strength
+(40–50) to Evasion Rating
+(20–30)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
+(20–30) to Strength
+(20–30) to maximum Mana
5% increased Experience gain
+10% to all Elemental Resistances
(10–20)% increased Elemental Damage
+(20–30) to Strength
+(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)
+20 to Strength
+(20–30)% to Lightning Resistance
Spells have a 20% chance to deal Double Damage
(Removes all mana. 10% more maximum Life. Skills Cost Life instead of Mana. Skills Reserve Life instead of Mana)
30% increased Global Critical Strike Chance
+25 to Strength
(80–100)% increased Physical Damage
Adds 12 to 24 Physical Damage
Grants 10 Life per Enemy Hit
32% increased Elemental Damage
Socketed Gems are Supported by Level 30 Iron Will
+(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
+20% Chance to Block Attack Damage while wielding a Staff
1% increased Area of Effect per 20 Intelligence
1% increased Attack Speed per 10 Dexterity
16% increased Physical Weapon Damage per 10 Strength
+1 to Level of Socketed Strength Gems
Trigger Level 1 Gore Shockwave on Melee Hit if you have at least 150 Strength
+(15–30) to Strength
(80–100)% increased Physical Damage
Adds 5 to 10 Physical Damage
Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Socketed Gems are Supported by Level 20 Increased Area of Effect
+10 to Strength
(120–160)% increased Physical Damage
Gain 10 Mana per Enemy Killed
+(120–150) to Accuracy Rating
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
45% increased Stun Duration on Enemies
+10 to Strength
(140–200)% increased Physical Damage
15% reduced Enemy Stun Threshold
1% of Physical Attack Damage Leeched as Life
(40–50)% increased Stun Duration on Enemies
(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)
+(20–30) to Strength
(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)
16% increased Elemental Damage
20% increased Physical Damage
Adds (8–13) to (26–31) Physical Damage
30% increased Fire Damage
(15–20)% increased Attack Speed
(30–40)% increased Critical Strike Chance
Adds 4 to 7 Fire Damage to Attacks with this Weapon per 10 Strength
+(20–30)% to Fire Resistance
+(15–25) to Strength
Adds (20–25) to (30–35) Fire Damage to Spells and Attacks
15% increased Ignite Duration on Enemies
10% chance to Ignite
Recover (20–30) Life when you Ignite an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+1 to Level of Socketed Gems
(5–15)% increased Strength
(5–15)% increased Dexterity
(5–15)% increased Intelligence
(100–150)% increased Armour
40% reduced Light Radius
+(16–24) to Dexterity
Strength from Passives in Radius is Transformed to Dexterity
Corrupted
+(16–24) to Strength
Dexterity from Passives in Radius is Transformed to Strength
Corrupted
3% increased Totem Life per 10 Strength Allocated in Radius
Totems cannot be Stunned
+(16–24) to Strength
Intelligence from Passives in Radius is Transformed to Strength
Corrupted
+(16–24) to Intelligence
Strength from Passives in Radius is Transformed to Intelligence
Corrupted
Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus
Grants 7 Life per Enemy Hit
+(10–15) to Strength
+(10–15) to Dexterity
Adds (2–6) to (16–22) Physical Damage
(10–15)% increased Attack Speed
20% increased Damage with Movement Skills
15% increased Attack Speed with Movement Skills
15% reduced Global Accuracy Rating
Has 1 Socket
Socketed Golem Skills have 25% chance to Taunt on Hit
Socketed Golem Skills have Minions Regenerate 5% of Life per second
+3 to Level of Socketed Golem Gems
+(30–40) to Strength
(20–30)% increased Fire Damage
+(30–40) to maximum Life
+25% to Global Critical Strike Multiplier
+30 to Strength
(140–160)% increased Physical Damage
+30 to maximum Mana
5% increased Movement Speed
30% increased Elemental Damage
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(10–15)% increased Armour
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)
(8–12)% increased Global Physical Damage
With at least 40 Strength in Radius, Ground Slam has a 35% chance
to grant an Endurance Charge when you Stun an Enemy
to grant an Endurance Charge when you Stun an Enemy
With at least 40 Strength in Radius, Ground Slam
has a 50% increased angle
has a 50% increased angle
(10–15)% increased Cold Damage
With at least 40 Strength in Radius, 20% increased
Rarity of Items dropped by Enemies Shattered by Glacial Hammer
Rarity of Items dropped by Enemies Shattered by Glacial Hammer
(8–12)% increased Global Physical Damage
+(16–24) to Strength and Intelligence
+(30–50) to Strength
Recover 1% of Life on Kill
5% chance to grant Onslaught to nearby Enemies on Kill
5% chance to grant Chaotic Might to nearby Enemies on Kill
10% chance to gain Onslaught for 10 seconds on Kill
10% chance to gain Chaotic Might for 10 seconds on Kill
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(Chaotic Might grants 30% of Physical Damage as extra Chaos Damage)
(50–75)% increased Armour and Energy Shield
+(30–40) to maximum Energy Shield
+(60–70) to maximum Life
+(14–18)% to all Elemental Resistances
+2 maximum Energy Shield per 5 Strength
(Life Regeneration is applied to Energy Shield instead.)
(4–6)% increased Strength
10% increased Damage
3% increased Character Size
+(20–30) to Dexterity
+(20–30) to Strength
(5–10)% increased Attack Speed
+100 to Accuracy Rating
30% increased Projectile Speed
10% increased Movement Speed
30% increased Projectile Damage
45% increased Stun Duration on Enemies
+10 to Strength
(140–200)% increased Physical Damage
Adds (10–20) to (30–40) Physical Damage
15% reduced Enemy Stun Threshold
1% of Physical Attack Damage Leeched as Life
(40–50)% increased Stun Duration on Enemies
Gain 50% of Physical Damage as Extra Cold Damage
(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)
+(20–30) to Strength
+(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)
+(20–30) to Strength
Adds (5–7) to (13–15) Cold Damage to Spells and Attacks
+(40–50) to Evasion Rating
+(20–30)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
Your Cold Damage can Ignite
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(20–30) to maximum Life
+(10–20) to Strength
Regenerate 0.2% of Life per second per Endurance Charge
Gain (2–4) Life per Enemy Hit with Attacks
+1 to Maximum Endurance Charges
2% increased Area of Effect per Endurance Charge
+1 to Level of Socketed Strength Gems
Trigger Level 5 Gore Shockwave on Melee Hit if you have at least 150 Strength
+(15–30) to Strength
(80–100)% increased Physical Damage
Adds (35–45) to (80–90) Physical Damage
Gain 70% of Physical Damage as Extra Fire Damage
Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
+(20–40) to Strength
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 to Strength
+(30–50) to maximum Life
+(20–40)% to Cold Resistance
Minions have 10% reduced Movement Speed
Minions have +40% to Cold Resistance
Minions gain 20% of Physical Damage as Extra Cold Damage
(350–400)% increased Armour
+(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%)
(80–120)% increased Armour and Energy Shield
+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
+(20–30) to Strength
+(20–30) to Strength
25% increased Fire Damage
+(25–35) to maximum Life
+(20–40)% to Fire Resistance
Nearby Enemies are Covered in Ash
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
+(20–30) to Strength
10% increased Strength
10% increased maximum Life
+(20–40)% to Fire Resistance
Damage Penetrates 10% Fire Resistance
Cover Enemies in Ash when they Hit you
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
Deal no Non-Fire Damage)
Triggers Level 7 Abberath's Fury when Equipped
+(20–30) to Strength
15% increased Movement Speed
(6–10)% chance to Ignite
When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy
1% increased Fire Damage per 20 Strength
Burning Hoofprints
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Ignite deals Fire Damage over time)
You can catch Corrupted Fish
(10–15)% increased Cast Speed
100% increased Fishing Line Strength
20% increased Quantity of Fish Caught
40% increased Rarity of Fish Caught
(20–40)% increased Fish Bite Sensitivity
(Multiple bites from Fish with multiple mouths only check Bite Sensitivity once)
Corrupted
(10–15)% increased Cold Damage
With at least 40 Strength in Radius, Glacial Hammer deals
Cold-only Splash Damage to surrounding targets
Cold-only Splash Damage to surrounding targets
With at least 40 Strength in Radius, 25% of Glacial
Hammer Physical Damage Converted to Cold Damage
Hammer Physical Damage Converted to Cold Damage
(10–15)% increased Fire Damage
With at least 40 Strength in Radius, Molten Strike Projectiles Chain on impacting ground
With at least 40 Strength in Radius, Molten Strike Projectiles Chain +1 time
With at least 40 Strength in Radius, Molten Strike fires 50% less Projectiles
(10–15)% increased Global Physical Damage
With at least 40 Strength in Radius, Cleave has +0.1 metres to Radius per Nearby
Enemy, up to a maximum of +1 metre
Enemy, up to a maximum of +1 metre
(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)
+2 to Level of Socketed Minion Gems
Minions have (10–20)% increased maximum Life
Half of your Strength is added to your Minions
+1 to maximum number of Raised Zombies per 500 Strength
With at least 1000 Strength, (1.5–2)% of Damage dealt by your Raised Zombies is Leeched to you as Life
+(20–30) to Strength
25% increased Damage over Time
Attacks have 25% chance to cause Bleeding
(25–40)% increased Attack Damage against Bleeding Enemies
Bleeding Enemies you Kill Explode, dealing 5% of
their Maximum Life as Physical Damage
their Maximum Life as Physical Damage
25% reduced Bleeding Duration
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(20–30)% increased Stun Duration on Enemies
+(20–40) to Strength
(30–40)% more Maximum Physical Attack Damage
(30–40)% less Minimum Physical Attack Damage
Adds 1 to (15–20) Physical Damage to Attacks
+(80–100) to maximum Life
Gain 50 Life when you Stun an Enemy
Adds (7–9) to (13–16) Physical Damage to Attacks
Grants Summon Harbinger of Directions Skill
+(30–50) to Strength and Dexterity
Adds (19–22) to (30–35) Fire Damage to Spells and Attacks
Adds (19–22) to (30–35) Cold Damage to Spells and Attacks
+(15–25)% to Fire and Cold Resistances
+(30–40) to Strength
Adds (5–8) to (12–16) Physical Damage to Attacks
10% reduced Attack Speed
(80–100)% increased Armour
Arrows Pierce 2 additional Targets
(Strength's Damage bonus also applies to Projectile Attacks)
+1% Chance to Block Attack Damage per 50 Strength
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
Physical Damage per 10 Strength
(Unlucky things are rolled twice and the worst result used)
+(5–30) to Strength
+(5–30) to Dexterity
+(5–30) to Intelligence
+(90–110) to maximum Energy Shield
(10–16)% increased Quantity of Items found when on Low Life
20% increased Movement Speed
(You are on Low Life if you have 50% of your Maximum Life or less)
(20–30)% increased Stun Duration on Enemies
+(40–50) to Strength
+(40–50) to Intelligence
(25–40)% increased Global Physical Damage
50% increased Flask Charges gained
(50–60)% increased Critical Strike Chance while you have at least 200 Intelligence
+(20–25)% to all Elemental Resistances while you have at least 200 Strength
(20–30)% increased Stun Duration on Enemies
+(40–50) to Strength
+(40–50) to Dexterity
(25–40)% increased Global Physical Damage
50% increased Flask Charges gained
(40–50)% increased Projectile Attack Damage while you have at least 200 Dexterity
+(20–25)% to all Elemental Resistances while you have at least 200 Strength
+(30–40) to Strength
+(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)
+20 to Strength
(15–30)% increased Spell Damage
+10% to all Elemental Resistances
Adds (42–54) to (78–88) Cold Damage to Spells while no Life is Reserved
Adds (54–64) to (96–107) Fire Damage to Spells while no Life is Reserved
Adds (5–14) to (160–173) Lightning Damage to Spells while no Life is Reserved
(Removes all mana. 10% more maximum Life. Skills Cost Life instead of Mana. Skills Reserve Life instead of Mana)
-1 Strength per 1 Strength on Allocated Passives in Radius
2% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius
+(40–50) to Intelligence
+(160–180) to maximum Energy Shield
Strength provides no bonus to Maximum Life
Intelligence provides no inherent bonus to Maximum Mana
+1 to Maximum Life per 2 Intelligence
Cannot gain Energy Shield
Regenerate 1% of Life per second per 500 Maximum Energy Shield
Your Energy Shield starts at zero
(10–15)% increased Elemental Damage
With 40 total Strength and Intelligence in Radius, Prismatic Skills deal 50% less Cold Damage
With 40 total Strength and Intelligence in Radius, Prismatic Skills cannot choose Cold
(10–15)% increased Elemental Damage
With 40 total Dexterity and Strength in Radius, Prismatic Skills deal 50% less Lightning Damage
With 40 total Dexterity and Strength in Radius, Prismatic Skills cannot choose Lightning
-1 Strength per 1 Strength on Allocated Passives in Radius
+7% to Critical Strike Multiplier per 10 Strength on Unallocated Passives in Radius
3% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius
2% reduced Life Recovery Rate per 10 Strength on Unallocated Passives in Radius
+1% Chance to Block Attack Damage per 50 Strength
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
Physical Damage per 10 Strength
(Unlucky things are rolled twice and the worst result used)
+(20–30)% to Fire Resistance
+20 to Strength
5% increased maximum Energy Shield
5% increased maximum Life
+(20–30)% to Fire Resistance
+20 to Strength
5% increased maximum Energy Shield
5% increased maximum Life
+(20–30)% to Fire Resistance
+20 to Strength
5% increased maximum Energy Shield
5% increased maximum Life
[One to three random synthesis implicit modifiers]
+(20–30) to Strength
Adds (20–25) to (26–35) Fire Damage
+(20–30)% to Fire Resistance
When used in the Synthesiser, the new item will have an additional Herald Modifier
[Random Herald of Ash modifier]
26% increased Elemental Damage
Grants Level 30 Smite Skill
+(10–30) to Strength and Intelligence
Enemies inflict Elemental Ailments on you instead of nearby Allies
redirect elemental ailments to aura owner [1]
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(140–180)% increased Evasion and Energy Shield
+(25–40)% to Critical Strike Multiplier if Dexterity is higher than Intelligence
15% increased Dexterity if Strength is higher than Intelligence
1% increased Elemental Damage per 10 Dexterity
+2 to Maximum Life per 10 Intelligence
Adds 1 to 4 Physical Damage to Attacks
+(20–30) to Strength
Attacks have 25% chance to cause Bleeding
(40–60)% increased Damage with Bleeding
You are Chilled while you are Bleeding
Non-Chilled Enemies you inflict Bleeding on are Chilled
Bleeding Enemies you Kill with Hits Shatter
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Chill reduces Enemy Action Speed by 10% for 2 seconds)
+(20–30)% to Fire Resistance
+(30–50) to Strength
(20–25)% increased Melee Damage
30% chance to Avoid being Stunned
20% less Attack Speed
Strike Skills also target the previous location they were Used
+(20–30) to Dexterity
10% reduced Strength
15% increased Dexterity
(-30–-20)% to Fire Resistance
+(30–40)% to Cold Resistance
You do not inherently take less Damage for having Fortification
+4% chance to Suppress Spell Damage per Fortification
(15–25)% increased Attack and Cast Speed while at maximum Fortification
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Adds (7–9) to (13–16) Physical Damage to Attacks
Grants Summon Greater Harbinger of Directions Skill
+(30–50) to Strength and Dexterity
Adds (19–22) to (30–35) Fire Damage to Spells and Attacks
Adds (19–22) to (30–35) Cold Damage to Spells and Attacks
+(15–25)% to Fire and Cold Resistances
(30–50)% increased Critical Strike Chance
Adds (8–12) to (16–24) Physical Damage
(14–20)% increased Attack Speed
(14–20)% increased Totem Life
(14–20)% increased Totem Placement speed
Shrapnel Ballista has +1 to maximum number of Summoned Totems per 200 Strength
Adds 1 to 3 Physical Damage to Attacks per 25 Strength
Trigger Level 5 Toxic Rain when you Attack with a Bow
+(40–60) to Strength
+(40–60) to Dexterity
Adds 12 to 24 Chaos Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
(15–25)% increased Stun and Block Recovery
+(20–40) to Strength
Gain (4–6)% of Maximum Life as Extra Maximum Energy Shield
Corrupted Soul
(50% of Non-Chaos Damage taken bypasses Energy Shield
Gain 15% of Maximum Life as Extra Maximum Energy Shield)
Gain 15% of Maximum Life as Extra Maximum Energy Shield)
30% increased Global Critical Strike Chance
+20 to Strength
(20–40)% increased Physical Damage
Adds (3–6) to (9–13) Physical Damage
30% chance to cause Bleeding on Hit
(100–150)% increased Critical Strike Chance against Bleeding Enemies
Extra gore
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
+(25–40) to maximum Life
+(40–55) to Strength
+(40–55) to Dexterity
+(50–60) to maximum Life
(20–30)% increased Damage with Hits against Magic monsters
20% chance when you Kill a Magic Monster to gain its Modifiers for 60 seconds
(15–18)% increased Strength
+(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
+30 to Strength
+(30–50) to maximum Life
+(20–40)% to Fire Resistance
Minions have 10% reduced maximum Life
Minions have +40% to Fire Resistance
Minions gain 20% of Physical Damage as Extra Fire Damage
+(25–35) to Strength
+(800–1200) to Armour
Regenerate (50–70) Life per second
20% increased Stun Threshold
10% reduced Armour per 50 Strength
Imbalanced Guard
(The Stun Threshold determines how much Damage can Stun something)
(100% chance to Defend with 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)
+(10–20) to Strength
40% increased Main Hand Critical Strike Chance per
Murderous Eye Jewel affecting you, up to a maximum of 200%
Murderous Eye Jewel affecting you, up to a maximum of 200%
+20% to Off Hand Critical Strike Multiplier per
Murderous Eye Jewel affecting you, up to a maximum of +100%
Murderous Eye Jewel affecting you, up to a maximum of +100%
+(10–16) to all Attributes
+(20–30) to Strength
(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]
With at least 40 Strength in Radius, Combust is Disabled
With at least 40 Strength in Radius, Attacks Exerted by Infernal Cry deal (40–60)% more Damage with Ignite
[The Searing Exarch Implicit]
[The Eater of Worlds Implicit]
+(20–50) to Strength
+(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)
Trigger Level 1 Rain of Arrows when you Attack with a Bow
+(20–30) to Strength
+(20–30) to Dexterity
Adds 4 to 8 Fire Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
+(20–30) to Strength
Adds (1–3) to (4–5) Cold Damage to Spells and Attacks
+(40–50) to Evasion Rating
+(10–20)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
+(15–25) to Strength
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)
+(20–30) to Dexterity
+(20–30) to Strength
+100 to Accuracy Rating
30% increased Projectile Speed
10% increased Movement Speed
30% increased Projectile Damage
+(25–35) to Strength
+25 to Strength
Adds 10 to 20 Physical Damage to Attacks
10% increased maximum Life
+(10–20)% to Cold Resistance
25% increased Flask Life Recovery rate
(20–30)% increased Elemental Damage with Attack Skills
+(15–25)% to Fire Resistance
+(15–25)% to Cold Resistance
+(15–25)% to Lightning Resistance
Adds 1 to 2 Cold Damage to Attacks per 10 Dexterity
Adds 1 to 2 Fire Damage to Attacks per 10 Strength
Adds to 3 Lightning Damage to Attacks per 10 Intelligence
Regenerate (2–4) Life per second
+(20–30) to Strength
(2–3)% of Physical Attack Damage Leeched as Life
(1–1.5)% of Physical Attack Damage Leeched as Mana
Taking Chaos Damage over Time heals you instead while Leeching Life
(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)
+(20–30) to Strength
+(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
Crucible Passive Skill Tree is removed if this Modifier is removed
+(25–35) to Strength
+(30–40) to Strength
+(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)
+(30–50) to Strength
(80–120)% increased Armour and Energy Shield
Gain (7–10) Rage after Spending a total of 200 Mana
Rage grants Spell Damage instead of Attack Damage
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
+(30–50) to Strength
+(20–30)% to all Elemental Resistances
Gain Maximum Life instead of Maximum Energy Shield from Equipped Armour Items
20% reduced Enemy Stun Threshold
+(30–40) to Strength
(250–300)% increased Physical Damage
(20–30)% increased Stun Duration on Enemies
(20–30)% reduced Enemy Stun Threshold with this Weapon
(The Stun Threshold determines how much Damage can Stun something)
10% reduced Enemy Stun Threshold
+(30–40) to Strength
+(30–40) to Dexterity
(150–250)% increased Physical Damage
+(400–500) to Accuracy Rating
Can be Enchanted by a Kalguuran Runesmith
Can have 2 additional Runesmithing Enchantments
Can be Runesmithed as though it were all One Handed Melee Weapon Types
Passive /25
Regenerate 1.8% of Life per second
20% increased Stun Threshold
+20 to Strength
(The Stun Threshold determines how much Damage can Stun something)
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with Two Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
20% increased Attack Damage
30% increased Melee Critical Strike Chance
+10 to Strength and Intelligence
+30 to Strength
+30 to Strength
+30 to Strength
Regenerate 1% of Life per second
10% increased Melee Physical Damage
+0.3 metres to Melee Strike Range
+20 to Strength
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+30 to Strength
Strength's Damage bonus applies to Projectile Attack Damage as well as Melee Damage
20% increased maximum Mana
Gain 4 Mana per Enemy Hit with Attacks if you've used a Mana Flask in the past 10 seconds
+20 to Strength and Intelligence
25% increased Physical Damage with One Handed Melee Weapons
Attacks with One Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with One Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% to all Elemental Resistances
25% chance to Ignore Stuns while Casting
+20 to Strength and Dexterity
Hits have 30% chance to ignore Enemy Physical Damage Reduction
+30 to Strength
30% increased Physical Damage
15% increased Damage
Minions deal 15% increased Damage
5% increased Attack and Cast Speed
+10 to Strength and Intelligence
20% increased Armour
10% increased maximum Energy Shield
Regenerate 1% of Life per second
+10 to Strength and Intelligence
20% increased Spell Damage
30% increased Spell Critical Strike Chance
10% increased Light Radius
+10 to Strength and Intelligence
Strength's Damage bonus applies to all Spell Damage as well
Ascendancy Passive /3
Ascendancy: Juggernaut
Character: Marauder
+500 to Accuracy Rating
1% increased Attack Speed per 150 Accuracy Rating
Gain Accuracy Rating equal to twice your Strength
Ascendancy: Chieftain
Character: Marauder
Non-Unique Jewels cause Increases and Reductions to other Damage Types in a Large Radius to be Transformed to apply to Fire Damage
Non-Unique Jewels cause Small and Notable Passive Skills in a Large Radius to
also grant +3 to Strength
also grant +3 to Strength
(Passive Skills that are not Notable, Masteries, Keystones, or Jewel Sockets are Small)
Ascendancy: Inquisitor
Character: Templar
1% increased Critical Strike Chance per point of Strength or Intelligence, whichever is lower
+50 to Strength and Intelligence
Cluster Jewel Passive /9
1% increased Fishing Line Strength
+6% to Physical Damage over Time Multiplier if you've Spent Life Recently
+20 to Strength
(Recently refers to the past 4 seconds)
1% increased Cold Damage per 25 Dexterity
1% increased Cold Damage per 25 Intelligence
1% increased Cold Damage per 25 Strength
When you Warcry, you and nearby Allies gain Onslaught for 4 seconds
+10 to Strength and Dexterity
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
10% increased Attack Speed with Two Handed Melee Weapons
10% increased Attack Speed if you have at least 600 Strength
+20 to Strength
40% increased Stun and Block Recovery
Purity of Fire has 80% increased Mana Reservation Efficiency
+20 to Strength
Mace, Sceptre or Staff Attacks deal 30% increased Damage with Hits and Ailments
4% chance to deal Double Damage while wielding a Mace, Sceptre or Staff
+20 to Strength
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Timeless Jewel Passive Additions /4
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Karui | Attribute | +2 to Strength | karui_attribute_strength |
Karui | Normal | +4 to Strength | karui_small_strength |
Karui | Notable | +20 to Strength | karui_notable_add_strength |
Karui | Notable | 5% increased Strength | karui_notable_add_percent_strength |
Elevated modifier List /7
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
of the Elder | 68 | (5–8)% increased Strength Group: 1250 | (9–12)% increased Strength |
of the Elder | 83 | (9–12)% increased Strength Group: 1250 | +1 to Level of Socketed Strength Gems (9–12)% increased Strength |
of the Conquest | 68 | (5–8)% increased Strength Group: 1250 | (9–12)% increased Strength |
of the Conquest | 75 | (9–12)% increased Strength Group: 1250 | +1 to Level of Socketed Strength Gems (9–12)% increased Strength |
of the Conquest | 75 | Gain Accuracy Rating equal to your Strength Group: 3561 | 1% increased Critical Strike Chance per 10 Strength Gain Accuracy Rating equal to your Strength |
of the Hunt | 68 | (6–8)% increased Strength Group: 1250 | (9–10)% increased Strength |
of the Hunt | 75 | (9–10)% increased Strength Group: 1250 | (11–12)% increased Strength |
Item mods /94
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Mongoose | 1 | Suffix | +(8–12) to Dexterity attribute | ring 1000 amulet 1000 gloves 1000 quiver 1000 dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 |
of the Lynx | 11 | Suffix | +(13–17) to Dexterity attribute | ring 1000 amulet 1000 gloves 1000 quiver 1000 dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 |
of the Fox | 22 | Suffix | +(18–22) to Dexterity attribute | ring 1000 amulet 1000 gloves 1000 quiver 1000 dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 |
of the Falcon | 33 | Suffix | +(23–27) to Dexterity attribute | ring 1000 amulet 1000 gloves 1000 quiver 1000 dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 |
of the Panther | 44 | Suffix | +(28–32) to Dexterity attribute | ring 1000 amulet 1000 gloves 1000 quiver 1000 dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 |
of the Leopard | 55 | Suffix | +(33–37) to Dexterity attribute | ring 1000 amulet 1000 gloves 1000 quiver 1000 dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 |
of the Jaguar | 66 | Suffix | +(38–42) to Dexterity attribute | ring 1000 amulet 1000 gloves 1000 quiver 1000 dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 |
of the Phantom | 74 | Suffix | +(43–50) to Dexterity attribute | ring 1000 amulet 1000 gloves 1000 quiver 1000 dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 |
of the Wind | 82 | Suffix | +(51–55) to Dexterity attribute | ring 1000 amulet 1000 gloves 1000 quiver 1000 dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 |
of the Blur | 85 | Suffix | +(56–60) to Dexterity attribute | gloves 1000 quiver 1000 default 0 |
1 | Corrupted | (4–6)% increased Dexterity (4–6)% increased Intelligence attribute | amulet 1000 ring 1000 belt 1000 default 0 | |
1 | Corrupted | (4–6)% increased Strength (4–6)% increased Dexterity attribute | amulet 1000 ring 1000 belt 1000 default 0 | |
of the Elder | 68 | Suffix | (5–8)% increased Dexterity attribute | body_armour_elder 800 default 0 |
of the Elder | 83 | Suffix | (9–12)% increased Dexterity attribute | body_armour_elder 800 default 0 |
The Shaper's | 80 | Prefix | 1% increased Damage per 15 Dexterity damage | amulet_shaper 800 default 0 |
The Shaper's | 68 | Prefix | Adds (1–2) to (3–4) Cold Damage to Attacks with this Weapon per 10 Dexterity damage elemental cold attack | sword_shaper 200 axe_shaper 200 claw_shaper 200 dagger_shaper 200 rune_dagger_shaper 200 bow_shaper 200 default 0 |
The Shaper's | 68 | Prefix | Adds (2–3) to (4–5) Cold Damage to Attacks with this Weapon per 10 Dexterity damage elemental cold attack | 2h_sword_shaper 200 2h_axe_shaper 200 default 0 |
The Elder's | 68 | Prefix | 1% increased Spell Damage per 16 Dexterity damage caster | rune_dagger_elder 400 default 0 |
of the Hunt | 68 | Suffix | (6–8)% increased Dexterity attribute | gloves_basilisk 500 default 0 |
of the Hunt | 75 | Suffix | (9–10)% increased Dexterity attribute | gloves_basilisk 500 default 0 |
of Redemption | 68 | Suffix | (5–8)% increased Dexterity attribute | body_armour_eyrie 500 amulet_eyrie 500 default 0 |
of Redemption | 75 | Suffix | (9–12)% increased Dexterity attribute | body_armour_eyrie 500 amulet_eyrie 500 default 0 |
Redeemer's | 80 | Prefix | 1% increased Damage per 15 Dexterity damage | amulet_eyrie 500 default 0 |
Hunter's | 68 | Prefix | Adds (1–2) to (3–4) Cold Damage to Attacks with this Weapon per 10 Dexterity damage elemental cold attack | sword_basilisk 200 axe_basilisk 200 claw_basilisk 200 dagger_basilisk 200 rune_dagger_basilisk 200 bow_basilisk 200 default 0 |
Hunter's | 68 | Prefix | Adds (2–3) to (4–5) Cold Damage to Attacks with this Weapon per 10 Dexterity damage elemental cold attack | 2h_sword_basilisk 200 2h_axe_basilisk 200 default 0 |
Hunter's | 68 | Prefix | 1% increased Spell Damage per 16 Dexterity damage caster | rune_dagger_basilisk 200 default 0 |
1 | ScourgeUpside | +(20–23) to Dexterity attribute | ring 500 amulet 500 gloves 500 quiver 500 dex_armour 500 dex_int_armour 500 str_dex_armour 500 str_dex_int_armour 500 bow 500 sword 500 axe 500 claw 500 dagger 500 default 0 | |
45 | ScourgeUpside | +(24–27) to Dexterity attribute | ring 500 amulet 500 gloves 500 quiver 500 dex_armour 500 dex_int_armour 500 str_dex_armour 500 str_dex_int_armour 500 bow 500 sword 500 axe 500 claw 500 dagger 500 default 0 | |
68 | ScourgeUpside | +(28–31) to Dexterity attribute | ring 500 amulet 500 gloves 500 quiver 500 dex_armour 500 dex_int_armour 500 str_dex_armour 500 str_dex_int_armour 500 bow 500 sword 500 axe 500 claw 500 dagger 500 default 0 | |
68 | ScourgeUpside | +(32–35) to Dexterity attribute | ring 500 amulet 500 gloves 500 quiver 500 dex_armour 500 dex_int_armour 500 str_dex_armour 500 str_dex_int_armour 500 bow 500 sword 500 axe 500 claw 500 dagger 500 default 0 | |
68 | ScourgeUpside | (4–5)% increased Dexterity attribute | amulet 200 default 0 | |
68 | ScourgeUpside | (6–7)% increased Dexterity attribute | amulet 200 default 0 | |
1 | ScourgeUpside | +1 to Level of Socketed Dexterity Gems attribute gem | helmet 200 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Dexterity | no_tier_6_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Dexterity | no_tier_5_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Dexterity | no_tier_4_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Dexterity | no_tier_3_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 4% increased Damage per 100 Dexterity | no_tier_2_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 4% increased Damage per 100 Dexterity | no_tier_1_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 4% increased Damage per 100 Dexterity damage | no_tier_5_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 4% increased Damage per 100 Dexterity damage | no_tier_4_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 4% increased Damage per 100 Dexterity damage | no_tier_3_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 5% increased Damage per 100 Dexterity damage | no_tier_2_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 5% increased Damage per 100 Dexterity damage | no_tier_1_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Dexterity damage | no_tier_4_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Dexterity damage | no_tier_3_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Dexterity damage | no_tier_2_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Dexterity damage | no_tier_1_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 230 Dexterity | no_tier_6_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 220 Dexterity | no_tier_5_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 210 Dexterity | no_tier_4_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 200 Dexterity | no_tier_3_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 190 Dexterity | no_tier_2_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 180 Dexterity | no_tier_1_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 200 Dexterity | no_tier_5_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 190 Dexterity | no_tier_4_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 180 Dexterity | no_tier_3_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 170 Dexterity | no_tier_2_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 160 Dexterity | no_tier_1_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 170 Dexterity | no_tier_4_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 160 Dexterity | no_tier_3_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 150 Dexterity | no_tier_2_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 140 Dexterity | no_tier_1_eldritch_implicit 0 body_armour 100 default 0 | |
45 | WeaponTree | +1 to Level of Socketed Dexterity Gems | dagger 250 claw 250 sword 250 bow 500 axe 250 default 0 | |
60 | WeaponTreeRecombined | Adds 1 to 3 Cold Damage to Attacks with this Weapon per 10 Dexterity | two_hand_weapon 0 dagger 500 claw 500 sword 500 bow 1000 axe 500 default 0 | |
60 | WeaponTreeRecombined | Adds 2 to 4 Cold Damage to Attacks with this Weapon per 10 Dexterity | one_hand_weapon 0 dagger 500 claw 500 sword 500 bow 1000 axe 500 default 0 | |
1 | WeaponTree | 5% increased Dexterity +20 to Evasion Rating | str_armour 0 int_armour 0 str_int_armour 0 shield 500 default 0 | |
40 | WeaponTree | 5% increased Dexterity +30 to Evasion Rating | str_armour 0 int_armour 0 str_int_armour 0 shield 500 default 0 | |
65 | WeaponTree | 5% increased Dexterity +40 to Evasion Rating | str_armour 0 int_armour 0 str_int_armour 0 shield 500 default 0 | |
10 | WeaponTree | 5% increased Dexterity +80 to Accuracy Rating | one_hand_weapon 250 default 0 | |
50 | WeaponTree | 5% increased Dexterity +160 to Accuracy Rating | one_hand_weapon 250 default 0 | |
80 | WeaponTree | 5% increased Dexterity +240 to Accuracy Rating | one_hand_weapon 250 default 0 | |
10 | WeaponTree | 10% increased Dexterity +80 to Accuracy Rating | two_hand_weapon 250 default 0 | |
50 | WeaponTree | 10% increased Dexterity +160 to Accuracy Rating | two_hand_weapon 250 default 0 | |
80 | WeaponTree | 10% increased Dexterity +240 to Accuracy Rating | two_hand_weapon 250 default 0 | |
1 | WeaponTree | +60 to Dexterity Gain no inherent bonuses from Dexterity | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | +80 to Dexterity Gain no inherent bonuses from Dexterity | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | +90 to Dexterity Gain no inherent bonuses from Dexterity | bow 200 two_hand_weapon 500 default 0 | |
1 | WeaponTree | +120 to Dexterity Gain no inherent bonuses from Dexterity | bow 200 two_hand_weapon 500 default 0 | |
1 | WeaponTree | 4% increased Dexterity 4% increased Intelligence | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Dexterity 6% increased Intelligence | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Dexterity 6% increased Intelligence | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 10% increased Dexterity 10% increased Intelligence | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 4% increased Strength 4% increased Dexterity | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Strength 6% increased Dexterity | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Strength 6% increased Dexterity | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 10% increased Strength 10% increased Dexterity | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 8% increased Movement Speed if Dexterity is below 100 | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 12% increased Movement Speed if Dexterity is below 100 | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 14% increased Movement Speed if Dexterity is below 100 | bow 200 two_hand_weapon 500 default 0 | |
1 | WeaponTree | 20% increased Movement Speed if Dexterity is below 100 | bow 200 two_hand_weapon 500 default 0 | |
1 | WeaponTree | Volatile Dead and Cremation Penetrate 2% Fire Resistance per 100 Dexterity | two_hand_weapon 0 caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 wand 1000 staff 1000 dagger 1000 sceptre 1000 shield 500 default 0 | |
1 | WeaponTree | Volatile Dead and Cremation Penetrate 4% Fire Resistance per 100 Dexterity | one_hand_weapon 0 caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 wand 1000 staff 1000 dagger 1000 sceptre 1000 default 0 | |
of Haunting | 68 | Suffix | +2 to Accuracy Rating per 2 Dexterity attack | necropolis_helmet 100 default 0 |
Abyss Jewel mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Dexterity | 1 | Suffix | +(12–16) to Dexterity attribute | default 500 |
of Athletics | 1 | Suffix | +(8–10) to Strength and Dexterity attribute | default 500 |
of Cunning | 1 | Suffix | +(8–10) to Dexterity and Intelligence attribute | default 500 |
Cluster Jewel mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Mongoose | 1 | Suffix | Added Small Passive Skills also grant: +(2–3) to Dexterity attribute | expansion_jewel_large 500 expansion_jewel_medium 500 default 0 |
of the Lynx | 68 | Suffix | Added Small Passive Skills also grant: +(4–5) to Dexterity attribute | expansion_jewel_large 400 expansion_jewel_medium 400 default 0 |
of the Fox | 84 | Suffix | Added Small Passive Skills also grant: +(6–8) to Dexterity attribute | expansion_jewel_large 300 expansion_jewel_medium 300 default 0 |
of the Mongoose | 1 | Suffix | Added Small Passive Skills also grant: +(2–3) to Dexterity attribute | expansion_jewel_small 500 default 0 |
of the Lynx | 68 | Suffix | Added Small Passive Skills also grant: +(4–5) to Dexterity attribute | expansion_jewel_small 400 default 0 |
of the Fox | 73 | Suffix | Added Small Passive Skills also grant: +(6–8) to Dexterity attribute | expansion_jewel_small 300 default 0 |
of the Falcon | 78 | Suffix | Added Small Passive Skills also grant: +(9–11) to Dexterity attribute | expansion_jewel_small 200 default 0 |
of the Panther | 84 | Suffix | Added Small Passive Skills also grant: +(12–14) to Dexterity attribute | expansion_jewel_small 100 default 0 |
Fossil mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Underground | 1 | Suffix | +1 to Level of Socketed Dexterity Gems attribute gem | abyss_jewel 0 jewel 0 staff 750 sceptre 750 mace 750 axe 1000 sword 1000 bow 1600 dagger 1000 claw 1000 wand 750 str_armour 750 int_armour 750 dex_armour 1600 str_dex_armour 1000 str_int_armour 750 dex_int_armour 1000 str_dex_int_armour 1000 unset_ring 1000 default 0 |
Veiled mods /7
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Order | 60 | Suffix | +(31–35) to Strength and Dexterity attribute | body_armour 600 boots 600 gloves 600 helmet 600 amulet 600 ring 600 belt 600 shield 600 quiver 600 default 0 |
of the Order | 60 | Suffix | +(31–35) to Dexterity and Intelligence attribute | body_armour 600 boots 600 gloves 600 helmet 600 amulet 600 ring 600 belt 600 shield 600 quiver 600 default 0 |
of the Order | 60 | Suffix | +(25–28) to Dexterity and Intelligence (18–22)% increased Attack Speed attack speed attribute | ranged 0 weapon 1000 default 0 |
of the Order | 60 | Suffix | +(25–28) to Dexterity and Intelligence (12–15)% increased Attack Speed attack speed attribute | wand 1000 bow 1000 default 0 |
of the Order | 60 | Suffix | +(25–28) to Strength and Dexterity +(311–350) to Accuracy Rating attack attribute | weapon 1000 default 0 |
of the Order | 60 | Suffix | +(31–35) to Dexterity +(15–18)% to Quality attribute | body_armour 0 shield 0 default 0 |
of the Order | 60 | Suffix | +(31–35) to Dexterity (21–25)% chance to Avoid being Frozen attribute | body_armour 1000 shield 1000 default 0 |
Crafting Bench /16
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
+(15–20) to Dexterity | 1x Orb of Augmentation | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Quiver | Default |
+(21–25) to Dexterity | 2x Orb of Alchemy | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Quiver | The Western Forest |
+(26–30) to Dexterity | 2x Chaos Orb | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Quiver | Graveyard Map |
+(10–15) to Strength and Dexterity | 6x Orb of Alteration | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(16–20) to Strength and Dexterity | 2x Orb of Alchemy | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(21–25) to Strength and Dexterity | 4x Chaos Orb | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(10–15) to Dexterity and Intelligence | 6x Orb of Alteration | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(16–20) to Dexterity and Intelligence | 2x Orb of Alchemy | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(21–25) to Dexterity and Intelligence | 4x Chaos Orb | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(15–19) to Dexterity and Intelligence (8–10)% increased Attack Speed | 4x Chaos Orb | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(20–24) to Dexterity and Intelligence (13–16)% increased Attack Speed | 1x Exalted Orb | One Hand Melee · Two Hand Melee | Betrayal Unveil |
+(15–19) to Strength and Dexterity +(161–200) to Accuracy Rating | 4x Orb of Alteration | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(20–24) to Strength and Dexterity +(201–250) to Accuracy Rating | 4x Orb of Alchemy | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(10–15) to Dexterity (21–25)% chance to Avoid being Frozen | 8x Armourer's Scrap | Body Armour · Shield | Betrayal Unveil |
+(16–20) to Dexterity (21–25)% chance to Avoid being Frozen | 3x Orb of Alchemy | Body Armour · Shield | Betrayal Unveil |
+(21–25) to Dexterity (21–25)% chance to Avoid being Frozen | 4x Chaos Orb | Body Armour · Shield | Betrayal Unveil |
Misc mods /49
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Jewel | Unique | +20 to Dexterity attribute | ||
1 | Jewel | Unique | (4–6)% increased Dexterity attribute | ||
of Dexterity | 1 | Jewel | Suffix | +(12–16) to Dexterity attribute | not_dex 300 default 500 |
of Athletics | 1 | Jewel | Suffix | +(8–10) to Strength and Dexterity attribute | not_int 450 default 250 |
of Cunning | 1 | Jewel | Suffix | +(8–10) to Dexterity and Intelligence attribute | not_str 450 default 250 |
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Dexterity local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Dexterity local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | +(16–24) to Dexterity attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Intelligence local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Intelligence local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Dexterity local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Dexterity local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Strength local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Strength local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | 1% increased Evasion Rating per 3 Dexterity Allocated in Radius 1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius 1% increased Melee Physical Damage with Unarmed Attacks per 3 Dexterity Allocated in Radius local jewel effect base radius [1500] defences damage physical attack | ||
1 | Jewel | Unique | Adds 1 to 2 Lightning Damage to Attacks Adds 1 maximum Lightning Damage to Attacks per 1 Dexterity Allocated in Radius local jewel effect base radius [1500] damage elemental lightning attack | ||
1 | Jewel | Unique | Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus local jewel effect base radius [1200] damage physical attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Animate Weapon can Animate up to 20 Ranged Weapons local jewel effect base radius [1200] | ||
1 | Jewel | Unique | 1% increased Projectile Damage per 5 Dexterity from Allocated Passives in Radius Split Arrow fires an additional arrow with 50 Dexterity from Passives in Radius local jewel effect base radius [1200] damage | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, each Spectral Throw Projectile gains 5% increased Damage each time it Hits local jewel effect base radius [1200] damage attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Viper Strike deals 2% increased Damage with Hits and Poison for each Poison on the Enemy local jewel effect base radius [1200] damage attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Viper Strike has a 10% chance per Poison on Enemy to grant Unholy Might for 4 seconds on Hit attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Galvanic Arrow has 25% increased Area of Effect With at least 40 Dexterity in Radius, Galvanic Arrow deals 50% increased Area Damage local jewel effect base radius [1200] damage attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Ice Shot Pierces 5 additional Targets With at least 40 Dexterity in Radius, Ice Shot has 25% increased Area of Effect local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Ice Shot has 25% increased Area of Effect With at least 40 Dexterity in Radius, Ice Shot Pierces 3 additional Targets local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Melee Damage dealt by Frost Blades Penetrates 15% Cold Resistance With at least 40 Dexterity in Radius, Frost Blades has 25% increased Projectile Speed local jewel effect base radius [1200] damage elemental cold attack speed | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Dual Strike has a 20% chance to deal Double Damage with the Main-Hand Weapon With at least 40 Dexterity in Radius, Dual Strike deals Off-Hand Splash Damage to surrounding targets local jewel effect base radius [1200] damage attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Dual Strike Hits Intimidate Enemies for 4 seconds while wielding an Axe attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Dual Strike has (10–15)% increased Attack Speed while wielding a Claw attack speed | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Dual Strike has +(20–30)% to Critical Strike Multiplier while wielding a Dagger damage attack critical | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Dual Strike deals Splash Damage to surrounding targets while wielding a Mace attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Dual Strike has (20–30)% increased Accuracy Rating while wielding a Sword attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Ethereal Knives fires additional Projectiles With at least 40 Dexterity in Radius, Ethereal Knives fires Projectiles in a circle local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Fire Trap throws up to 1 additional Trap local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Split Arrow fires Projectiles in Parallel local jewel effect base radius [1200] local unique jewel split arrow projectiles fire in parallel y dist with 40 dex in radius [5] attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Caustic Arrow deals 30% reduced Damage with Hits local jewel effect base radius [1200] damage attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Caustic Arrow deals 40% increased Damage over Time damage attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Caustic Arrow has a 50% chance on Hit to Poison Enemies on Caustic Ground poison chaos attack ailment | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Barrage fires an additional 6 projectiles simultaneously on the first and final attacks local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | +15 to Maximum Mana per 10 Dexterity on Unallocated Passives in Radius resource mana | ||
1 | Jewel | Unique | 2% increased Movement Speed per 10 Dexterity on Allocated Passives in Radius speed | ||
1 | Jewel | Unique | -1 Dexterity per 1 Dexterity on Allocated Passives in Radius local jewel effect base radius [1200] attribute | ||
1 | Jewel | Unique | 3% increased Movement Speed per 10 Dexterity on Allocated Passives in Radius speed | ||
1 | Jewel | Unique | 2% reduced Movement Speed per 10 Dexterity on Unallocated Passives in Radius speed | ||
1 | Jewel | Unique | +125 to Accuracy Rating per 10 Dexterity on Unallocated Passives in Radius attack | ||
1 | Jewel | Unique | With 40 total Intelligence and Dexterity in Radius, Prismatic Skills deal 50% less Fire Damage With 40 total Intelligence and Dexterity in Radius, Prismatic Skills cannot choose Fire local jewel effect base radius [1200] damage elemental fire attack | ||
1 | Jewel | Unique | With 40 total Dexterity and Strength in Radius, Prismatic Skills deal 50% less Lightning Damage With 40 total Dexterity and Strength in Radius, Prismatic Skills cannot choose Lightning local jewel effect base radius [1200] damage elemental lightning attack | ||
1 | Jewel | Unique | +5 to Dexterity attribute | ||
Skillful | 84 | SanctumSpecial | Prefix | Adds 2 to 3 Cold Damage to Attacks per 10 Dexterity elemental cold attack | dex_special_relic 200 default 50 |
Essence /6
Item /4
Lion Sword
Physical Damage: 69-115
Critical Strike Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3 metres
Requires Level 65, 104 Str, 122 Dex
+50 to Strength and Dexterity
Jade Amulet
Requires Level 7
+(20–30) to Dexterity
Turquoise Amulet
Requires Level 20
+(16–24) to Dexterity and Intelligence
Citrine Amulet
Requires Level 20
+(16–24) to Strength and Dexterity
Unique /126
+(25–40) to maximum Life
+(40–55) to Strength
+(40–55) to Dexterity
+(50–60) to maximum Life
(20–30)% increased Damage with Hits against Rare monsters
When you Kill a Rare monster, you gain its Modifiers for 60 seconds
(6–15)% increased Rarity of Items found
+10 to Dexterity
(50–70)% increased Rarity of Items found
-20% to all Elemental Resistances
Gain (6–8) Life per Enemy Hit with Attacks
+(15–25) to Strength
+(35–45) to Dexterity
+(15–25) to Intelligence
Adds 10 to 20 Cold Damage to Attacks
(7–10)% increased Attack Speed
Gain (2–3) Life per Enemy Hit with Attacks
10% increased Area of Effect
15% increased Dexterity
+(120–180) to Evasion Rating
+(30–40)% to Cold Resistance
(60–100)% increased Mana Recovery from Flasks
1% increased Damage per 15 Dexterity
+(20–30) to Dexterity
(50–70)% increased Evasion Rating
+1000 to Evasion Rating while on Full Life
30% increased Movement Speed when on Full Life
Damage of Enemies Hitting you is Unlucky while you are on Full Life
(Unlucky things are rolled twice and the worst result used)
+30% chance to Suppress Spell Damage
+(40–50) to Dexterity
(140–220)% increased Evasion Rating
25% increased Chill Duration on Enemies
(105–145) to (160–200) Added Cold Damage with Bow Attacks
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+(30–40) to Dexterity
20% increased Movement Speed
2% increased Movement Speed per Frenzy Charge
4% reduced Attack and Cast Speed per Frenzy Charge
Regenerate 0.8% of Life per second per Frenzy Charge
(20–30)% chance to gain a Frenzy Charge on Kill
(20–30)% increased Damage per Frenzy Charge with Hits against Enemies on Low Life
Gore Footprints
frenzy charge blood dance art variation [1]
Trigger Level 5 Rain of Arrows when you Attack with a Bow
+(40–60) to Strength
+(40–60) to Dexterity
Adds 12 to 24 Fire Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
+15 to Dexterity
+15 to Intelligence
(100–150)% increased Evasion Rating
(10–20)% increased Movement Speed
(10–20)% increased Movement Speed when on Low Life
Quicksilver Flasks you Use also apply to nearby Allies
(You are on Low Life if you have 50% of your Maximum Life or less)
+(20–30) to Dexterity
+(20–30) to Intelligence
(80–100)% increased Evasion Rating
+(100–150) to maximum Energy Shield
30% increased Movement Speed
Enemies Cannot Leech Life From you
+5 to Dexterity
+(10–20) to maximum Energy Shield
(20–40)% increased Mana Regeneration Rate
20% increased Movement Speed
Cannot be Frozen
+(5–30) to Strength
+(5–30) to Dexterity
+(5–30) to Intelligence
+(5–30) to maximum Energy Shield
100% increased Rarity of Items found when on Low Life
(10–25)% increased Movement Speed
(You are on Low Life if you have 50% of your Maximum Life or less)
+(20–30) to Dexterity
5% increased Attack Speed
50% increased Global Critical Strike Chance
(60–80)% increased Evasion Rating
Your Critical Strike Multiplier is 300%
+(40–50) to Dexterity
(5–10)% increased Attack Speed
(60–100)% increased Evasion Rating
0.6% of Physical Attack Damage Leeched as Life
0.4% of Physical Attack Damage Leeched as Mana
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(20–30) to Strength
+(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)
+(50–65) to Dexterity
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
+(20–30) to Dexterity
25% reduced Damage
+(60–100) to maximum Life
+(60–100) to maximum Mana
You and nearby allies gain 50% increased Damage
+(50–70) to Dexterity
50% reduced Damage when on Low Life
10% increased Attack Speed
25% increased Global Critical Strike Chance
(100–130)% increased Evasion Rating
+(80–100) to maximum Life
150% increased Global Evasion Rating when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
+12% to all Elemental Resistances
+2 to Level of Socketed Aura Gems
Socketed Gems Cost and Reserve Life instead of Mana
Socketed Gems have 30% increased Reservation Efficiency
+(20–30) to Dexterity
+25% to all Elemental Resistances
+(15–25)% to Global Critical Strike Multiplier
+(10–20) to Dexterity
(100–140)% increased Physical Damage
Adds 25 to 50 Fire Damage
(10–14)% increased Attack Speed
50% more Damage with Arrow Hits at Close Range
Bow Knockback at Close Range
(Close Range is up to 2 metres)
(Knockback pushes Enemies away when Hit)
(30–50)% increased Critical Strike Chance
+(20–30) to Dexterity
(70–80)% increased Physical Damage
Adds (25–35) to (36–45) Physical Damage
10% increased Movement Speed
+(350–400) to Accuracy Rating
Cannot Leech Life
Arrows Pierce all Targets
+(10–20) to Dexterity
100% increased Physical Damage
100% increased Attack Speed
Grants 2 Mana per Enemy Hit
(50–100)% increased Projectile Speed
+(25–50) to Accuracy Rating
30% less Damage
30% increased Global Critical Strike Chance
+12% Chance to Block Attack Damage while Dual Wielding
+(10–20) to Dexterity
(80–100)% increased Physical Damage
Adds 3 to 30 Lightning Damage
10% increased Attack Speed
50% increased Global Critical Strike Chance
+20% Chance to Block Attack Damage while wielding a Staff
1% increased Area of Effect per 20 Intelligence
1% increased Attack Speed per 10 Dexterity
16% increased Physical Weapon Damage per 10 Strength
(20–30)% increased Critical Strike Chance with Bows
+30 to Dexterity
Adds (13–18) to (26–32) Chaos Damage to Attacks
(8–12)% increased Attack Speed
+(100–120) to maximum Energy Shield
80% faster start of Energy Shield Recharge
40% reduced Energy Shield Recharge Rate
+(20–30) to Dexterity
+(30–50) to Evasion Rating
+(15–30) to maximum Energy Shield
+20% to Cold Resistance
20% increased Movement Speed
15% increased Damage taken while on Full Energy Shield
20% increased Movement Speed while on Full Energy Shield
+1 to Level of Socketed Gems
(5–15)% increased Strength
(5–15)% increased Dexterity
(5–15)% increased Intelligence
(100–150)% increased Armour
40% reduced Light Radius
+(16–24) to Dexterity
Strength from Passives in Radius is Transformed to Dexterity
Corrupted
+(16–24) to Strength
Dexterity from Passives in Radius is Transformed to Strength
Corrupted
+(16–24) to Intelligence
Dexterity from Passives in Radius is Transformed to Intelligence
Corrupted
+(16–24) to Dexterity
Intelligence from Passives in Radius is Transformed to Dexterity
Corrupted
1% increased Evasion Rating per 3 Dexterity Allocated in Radius
1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius
1% increased Melee Physical Damage with Unarmed Attacks per 3 Dexterity Allocated in Radius
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
Adds 1 to 2 Lightning Damage to Attacks
Adds 1 maximum Lightning Damage to Attacks per 1 Dexterity Allocated in Radius
Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus
Grants 7 Life per Enemy Hit
+(10–15) to Strength
+(10–15) to Dexterity
Adds (2–6) to (16–22) Physical Damage
(10–15)% increased Attack Speed
20% increased Damage with Movement Skills
15% increased Attack Speed with Movement Skills
15% reduced Global Accuracy Rating
30% increased Global Critical Strike Chance
+20 to Dexterity
(20–40)% increased Physical Damage
Adds (3–6) to (9–13) Physical Damage
10% increased Attack Speed
30% chance to cause Bleeding on Hit
Extra gore
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
30% increased Global Critical Strike Chance
+(10–15) to Dexterity
(50–70)% increased Physical Damage
Adds (1–2) to (3–5) Physical Damage
30% increased Critical Strike Chance
40% increased Attack Damage against Bleeding Enemies
50% chance to cause Bleeding on Critical Strike
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
Grants 44 Life per Enemy Hit
+1 to Level of Socketed Dexterity Gems
Socketed Gems are Supported by Level 15 Faster Attacks
(160–180)% increased Physical Damage
(10–15)% increased Attack Speed
25% increased Stun and Block Recovery
Hits can't be Evaded
(7–10)% increased Projectile Damage
With at least 40 Dexterity in Radius, Barrage fires an additional 6 projectiles simultaneously on the first and final attacks
Minions deal (8–12)% increased Damage
With at least 40 Dexterity in Radius, Animate Weapon can Animate up to 20 Ranged Weapons
(7–10)% increased Projectile Damage
With at least 40 Dexterity in Radius, each Spectral Throw Projectile gains 5% increased Damage each time it Hits
(8–12)% increased Damage over Time
With at least 40 Dexterity in Radius, Viper Strike deals 2% increased Damage with Hits and Poison for each Poison on the Enemy
With at least 40 Dexterity in Radius, Viper Strike has a 10% chance per Poison on Enemy to grant Unholy Might for 4 seconds on Hit
(30–50)% increased Critical Strike Chance
Adds (8–12) to (16–24) Physical Damage
(14–20)% increased Attack Speed
(14–20)% increased Totem Life
(14–20)% increased Totem Placement speed
Siege Ballista has +1 to maximum number of Summoned Totems per 200 Dexterity
Adds 1 to 3 Physical Damage to Attacks per 25 Dexterity
(12–20)% increased Rarity of Items found
+(20–30) to Dexterity
+(50–70) to maximum Life
+75% to Cold Resistance
Cannot be Chilled
Regenerate 10% of Life per second while Frozen
(4–6)% increased Dexterity
20% increased Global Accuracy Rating
3% increased Character Size
2% of Physical Attack Damage Leeched as Life
(60–80)% increased Physical Damage
Adds (25–35) to (50–65) Physical Damage
25% chance to cause Bleeding on Hit
2% increased Physical Damage Over Time per 10 Dexterity
1% increased Bleeding Duration per 12 Intelligence
30% Chance to cause Bleeding Enemies to Flee on hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(20–30)% increased Projectile Speed
+(30–40) to Dexterity
(8–12)% increased Cast Speed
+(30–60) to maximum Life
+(20–40)% to Lightning Resistance
20% chance to Avoid being Stunned
1% increased Lightning Damage per 10 Intelligence
+(25–35) to Dexterity
(20–40)% increased Evasion Rating
100% increased Evasion Rating during Onslaught
+(50–70) to maximum Life
25% increased Movement Speed
30% chance to Avoid Elemental Ailments while Phasing
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+10 to Dexterity
+(20–30) to Intelligence
(100–140)% increased Energy Shield
15% increased Movement Speed
20% increased Movement Speed when on Full Life
(150–200)% increased Stun and Block Recovery
Regenerate 1% of Energy Shield per second
+(20–30) to Strength
+(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)
+(30–50) to Dexterity
(140–180)% increased Evasion and Energy Shield
30% increased Movement Speed
20% chance to Avoid Projectiles while Phasing
You have Phasing if you've Killed Recently
Projectiles Pierce 5 additional Targets while you have Phasing
Celestial Footprints
(While you have Phasing, your movement is not blocked by Enemies)
(Recently refers to the past 4 seconds)
(80–120)% increased Armour and Energy Shield
+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
Grants 46 Life per Enemy Hit
(8–12)% increased Dexterity
(8–12)% increased Intelligence
Recover 1% of Life on Kill
Adds 1 to 10 Lightning Damage to Attacks with this Weapon per 10 Dexterity
5% increased Critical Strike Chance per 25 Intelligence
(10–15)% increased Dexterity
(80–100)% increased Evasion Rating
+(40–60) to maximum Life
50% increased Arctic Armour Buff Effect
Arctic Armour has no Reservation
Grants 46 Life per Enemy Hit
(8–12)% increased Dexterity
(8–12)% increased Intelligence
1% of Attack Damage Leeched as Life
Adds 1 to 10 Lightning Damage to Attacks with this Weapon per 10 Intelligence
1% increased Attack Speed per 25 Dexterity
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(10–15)% increased Global Physical Damage
With at least 40 Dexterity in Radius, Ethereal Knives fires additional Projectiles
With at least 40 Dexterity in Radius, Ethereal Knives fires Projectiles in a circle
+(30–40) to Dexterity
(300–340)% increased Evasion Rating
30% increased Movement Speed
Immune to Burning Ground, Shocked Ground and Chilled Ground
Regenerate 100 Life per second while moving
+2 to Maximum Life per 10 Dexterity
(10–15)% increased Cold Damage
With at least 40 Dexterity in Radius, Melee Damage
dealt by Frost Blades Penetrates 15% Cold Resistance
dealt by Frost Blades Penetrates 15% Cold Resistance
With at least 40 Dexterity in Radius, Frost Blades has 25% increased Projectile Speed
(15–20)% increased Damage with Hits against Chilled Enemies
With at least 40 Dexterity in Radius, Ice Shot has 25% increased Area of Effect
With at least 40 Dexterity in Radius, Ice Shot Pierces 3 additional Targets
(10–15)% increased Attack Damage
With at least 40 Dexterity in Radius, Dual Strike has (20–30)% increased
Accuracy Rating while wielding a Sword
Accuracy Rating while wielding a Sword
With at least 40 Dexterity in Radius, Dual Strike has (10–15)% increased Attack
Speed while wielding a Claw
Speed while wielding a Claw
With at least 40 Dexterity in Radius, Dual Strike has +(20–30)% to Critical Strike
Multiplier while wielding a Dagger
Multiplier while wielding a Dagger
With at least 40 Dexterity in Radius, Dual Strike Hits Intimidate Enemies for
4 seconds while wielding an Axe
4 seconds while wielding an Axe
With at least 40 Dexterity in Radius, Dual Strike deals Splash Damage
to surrounding targets while wielding a Mace
to surrounding targets while wielding a Mace
(Intimidated enemies take 10% increased Attack Damage)
(10–15)% increased Global Physical Damage
With at least 40 Dexterity in Radius, Galvanic Arrow has 25% increased Area of Effect
With at least 40 Dexterity in Radius, Galvanic Arrow deals 50% increased Area Damage
+(20–40) to Dexterity
(10–15)% increased Skill Effect Duration
2% increased Minion Attack Speed per 50 Dexterity
2% increased Minion Movement Speed per 50 Dexterity
Minions' Hits can only Kill Ignited Enemies
Adds (7–9) to (13–16) Physical Damage to Attacks
Grants Summon Harbinger of Directions Skill
+(30–50) to Strength and Dexterity
Adds (19–22) to (30–35) Fire Damage to Spells and Attacks
Adds (19–22) to (30–35) Cold Damage to Spells and Attacks
+(15–25)% to Fire and Cold Resistances
Socketed Gems are Supported by Level 10 Chance to Poison
(130–150)% increased Evasion and Energy Shield
+40 to maximum Energy Shield
+(15–25)% to all Elemental Resistances
(75–100)% increased Damage with Poison if you have at least 300 Dexterity
(15–25)% increased Poison Duration if you have at least 150 Intelligence
+(15–25)% to Global Critical Strike Multiplier
Grants Level 30 Dash Skill
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
(Recently refers to the past 4 seconds)
(Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating)
+475 to Accuracy Rating
(185–215)% increased Physical Damage
(15–20)% increased Attack Speed
80% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
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)
+(40–50) to Dexterity
(150–200)% increased Evasion and Energy Shield
+(50–60) to maximum Life
+6 to Maximum Life per Elder Item Equipped
+4% to Damage over Time Multiplier for Ailments per Elder Item Equipped
8% increased Effect of Non-Damaging Ailments per Elder Item Equipped
Remove an Ailment when you use a Flask if all Equipped Items are Elder Items
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(5–30) to Strength
+(5–30) to Dexterity
+(5–30) to Intelligence
+(90–110) to maximum Energy Shield
(10–16)% increased Quantity of Items found when on Low Life
20% increased Movement Speed
(You are on Low Life if you have 50% of your Maximum Life or less)
+(20–30) to Dexterity
Adds 5 to 12 Physical Damage to Attacks
+(400–500) to Evasion Rating
(120–150)% increased Evasion Rating
+1500 to Evasion Rating while on Full Life
10% increased Movement Speed
Damage of Enemies Hitting you is Unlucky while you are on Full Life
(Unlucky things are rolled twice and the worst result used)
(20–30)% increased Stun Duration on Enemies
+(40–50) to Strength
+(40–50) to Dexterity
(25–40)% increased Global Physical Damage
50% increased Flask Charges gained
(40–50)% increased Projectile Attack Damage while you have at least 200 Dexterity
+(20–25)% to all Elemental Resistances while you have at least 200 Strength
15% increased Dexterity
10% increased Attack Speed
+(600–700) to Evasion Rating
+(30–40)% to Cold Resistance
5% increased Movement Speed
(60–100)% increased Mana Recovery from Flasks
1% increased Damage per 15 Dexterity
30% increased Global Critical Strike Chance
+(10–15) to Dexterity
(50–70)% increased Physical Damage
Adds (70–85) to (110–118) Physical Damage
30% increased Critical Strike Chance
40% increased Attack Damage against Bleeding Enemies
50% chance to cause Bleeding on Critical Strike
You have Crimson Dance if you have dealt a Critical Strike Recently
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Recently refers to the past 4 seconds)
(You can inflict Bleeding on an Enemy up to 8 times, Your Bleeding does not deal extra Damage while the Enemy is moving and cannot be Agrravated, 50% less Damage with Bleeding)
(12–20)% increased Rarity of Items found
+25 to Dexterity
Adds (18–24) to (32–40) Fire Damage to Attacks
+(100–150) to Accuracy Rating
+(100–150) to Evasion Rating
+(20–30)% to Fire Resistance
Your Hits can't be Evaded by Blinded Enemies
Damage Penetrates 10% Fire Resistance against Blinded Enemies
+(30–40) to Dexterity
(200–250)% increased Evasion and Energy Shield
(20–30)% reduced Trap Throwing Speed
Skills used by Traps have (10–20)% increased Area of Effect
Increases and Reductions to Cast Speed also Apply to Trap Throwing Speed
10% chance to gain an Endurance, Frenzy or Power Charge when any
of your Traps are Triggered by an Enemy
of your Traps are Triggered by an Enemy
Skills which throw Traps Cost Life instead of Mana
(10–15)% increased Elemental Damage
With 40 total Dexterity and Strength in Radius, Prismatic Skills deal 50% less Lightning Damage
With 40 total Dexterity and Strength in Radius, Prismatic Skills cannot choose Lightning
(10–15)% increased Elemental Damage
With 40 total Intelligence and Dexterity in Radius, Prismatic Skills deal 50% less Fire Damage
With 40 total Intelligence and Dexterity in Radius, Prismatic Skills cannot choose Fire
+(30–40) to Dexterity
(200–250)% increased Evasion and Energy Shield
(20–30)% reduced Trap Throwing Speed
Increases and Reductions to Cast Speed also Apply to Trap Throwing Speed
(4–6)% chance to throw up to 4 additional Traps
-1 Dexterity per 1 Dexterity on Allocated Passives in Radius
2% increased Movement Speed per 10 Dexterity on Allocated Passives in Radius
-1 Dexterity per 1 Dexterity on Allocated Passives in Radius
3% increased Movement Speed per 10 Dexterity on Allocated Passives in Radius
+125 to Accuracy Rating per 10 Dexterity on Unallocated Passives in Radius
2% reduced Movement Speed per 10 Dexterity on Unallocated Passives in Radius
+23 to maximum Life
(10–15)% reduced Mine Throwing Speed
Mines have (40–50)% increased Detonation Speed
Skills which throw Mines throw up to 1 additional Mine if you have at least 800 Dexterity
Skills which throw Mines throw up to 1 additional Mine if you have at least 800 Intelligence
(Throwing Mines takes 10% more time for each additional Mine thrown)
(12–20)% increased Rarity of Items found
+(40–50) to Dexterity
(5–8)% increased Movement Speed
Lightning Damage of Enemies Hitting you is Lucky
Nearby Allies' Damage with Hits is Lucky
(Lucky things are rolled twice and the best result used)
+(20–30)% to Cold Resistance
+20 to Dexterity
5% increased maximum Energy Shield
5% increased maximum Life
+(20–30)% to Cold Resistance
+20 to Dexterity
5% increased maximum Energy Shield
5% increased maximum Life
+(20–30)% to Cold Resistance
+20 to Dexterity
5% increased maximum Energy Shield
5% increased maximum Life
+(20–30) to Dexterity
Grants Level 30 Precision Skill
+(40–80) to Dexterity
+(25–50)% to Global Critical Strike Multiplier
Bow Attacks have Culling Strike
Precision has 100% increased Mana Reservation Efficiency
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
[One to three random synthesis implicit modifiers]
+(20–30) to Dexterity
Adds (20–25) to (26–35) Cold Damage
+(20–30)% to Cold Resistance
When used in the Synthesiser, the new item will have an additional Herald Modifier
[Random Herald of Ice modifier]
+(30–40) to Dexterity
(5–7)% increased Cast Speed
(100–150)% increased Evasion and Energy Shield
Raised Zombies have (80–100)% increased maximum Life
Raise Zombie does not require a corpse
Your Raised Zombies count as corpses
(140–180)% increased Evasion and Energy Shield
+(25–40)% to Critical Strike Multiplier if Dexterity is higher than Intelligence
15% increased Dexterity if Strength is higher than Intelligence
1% increased Elemental Damage per 10 Dexterity
+2 to Maximum Life per 10 Intelligence
Adds 1 to 4 Physical Damage to Attacks
+(20–30) to Dexterity
25% chance to Poison on Hit
(40–60)% increased Damage with Poison
You are Chilled when you are Poisoned
Non-Chilled Enemies you Poison are Chilled
Poisoned Enemies you Kill with Hits Shatter
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(Chill reduces Enemy Action Speed by 10% for 2 seconds)
+(20–30) to Dexterity
10% reduced Strength
15% increased Dexterity
(-30–-20)% to Fire Resistance
+(30–40)% to Cold Resistance
You do not inherently take less Damage for having Fortification
+4% chance to Suppress Spell Damage per Fortification
(15–25)% increased Attack and Cast Speed while at maximum Fortification
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Adds (7–9) to (13–16) Physical Damage to Attacks
Grants Summon Greater Harbinger of Directions Skill
+(30–50) to Strength and Dexterity
Adds (19–22) to (30–35) Fire Damage to Spells and Attacks
Adds (19–22) to (30–35) Cold Damage to Spells and Attacks
+(15–25)% to Fire and Cold Resistances
Adds (12–15) to (24–27) Physical Damage to Attacks
+(20–40) to Dexterity
(40–60)% increased Projectile Damage while in Blood Stance
+(700–1000) to Evasion Rating while in Sand Stance
(20–30)% increased Area of Effect while in Sand Stance
(25–30)% increased Attack Speed if you've changed Stance Recently
Regenerate (150–200) Life per Second while in Blood Stance
(You are in Blood Stance by default)
(Recently refers to the past 4 seconds)
Trigger Level 5 Toxic Rain when you Attack with a Bow
+(40–60) to Strength
+(40–60) to Dexterity
Adds 12 to 24 Chaos Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
(12–20)% increased Rarity of Items found
+(20–30) to Dexterity
+(50–70) to maximum Energy Shield
+75% to Lightning Resistance
Regenerate 5% of Energy Shield per second while Shocked
Unaffected by Shock
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(20–30)% increased Critical Strike Chance with Bows
+30 to Dexterity
Adds (13–18) to (26–32) Physical Damage to Attacks
(8–12)% increased Attack Speed
+(60–80) to maximum Life
80% reduced Maximum Recovery per Life Leech
40% increased Maximum total Life Recovery per second from Leech
+(25–35) to Dexterity
(20–40)% increased Evasion Rating
+(50–70) to maximum Life
25% increased Movement Speed
(10–30)% increased Elusive Effect
10% increased Movement Speed if you've Hit an Enemy Recently
(Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)
(Recently refers to the past 4 seconds)
Socketed Gems are Supported by Level 1 Arrow Nova
+(10–20) to Dexterity
100% increased Physical Damage
(25–30)% increased Attack Speed
Grants 2 Mana per Enemy Hit
(50–100)% increased Projectile Speed
+(25–50) to Accuracy Rating
30% increased Global Critical Strike Chance
+18% Chance to Block Attack Damage while Dual Wielding
+(10–20) to Dexterity
10% increased Attack Speed
50% increased Global Critical Strike Chance
Chill Attackers for 4 seconds on Block
Shock Attackers for 4 seconds on Block
(Chill reduces Enemy Action Speed by 10%)
(Shock increases Damage taken by 15%)
+(20–30) to Dexterity
Grants Level 22 Hatred Skill
+(30–55) to Dexterity
+(18–35)% to Global Critical Strike Multiplier
Bow Attacks have Culling Strike
Hatred has 100% increased Mana Reservation Efficiency
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
+(25–40) to maximum Life
+(40–55) to Strength
+(40–55) to Dexterity
+(50–60) to maximum Life
(20–30)% increased Damage with Hits against Magic monsters
20% chance when you Kill a Magic Monster to gain its Modifiers for 60 seconds
+(30–50) to Dexterity
(140–180)% increased Evasion and Energy Shield
30% increased Movement Speed
10% increased Damage taken while Phasing
You have Phasing if you've Killed Recently
Projectiles Chain +1 times while you have Phasing
Celestial Footprints
(While you have Phasing, your movement is not blocked by Enemies)
(Recently refers to the past 4 seconds)
+(20–30) to Dexterity
+(60–100) to maximum Life
+(60–100) to maximum Mana
60% reduced Mana Regeneration Rate
You and nearby Allies have 30% increased Mana Regeneration Rate
+(25–40) to maximum Life
+(30–40) to Dexterity
+(300–500) to Evasion Rating
(10–15)% increased Duration of Elemental Ailments on Enemies
Enemies Ignited by you have (10–15)% of Physical Damage they deal converted to Fire
Enemies Shocked by you have (10–15)% of Physical Damage they deal converted to Lightning
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(30–50)% increased Critical Strike Chance
+(20–30) to Dexterity
(70–80)% increased Physical Damage
Adds (25–35) to (36–45) Physical Damage
10% increased Movement Speed
+(350–400) to Accuracy Rating
Cannot Leech Mana
Projectiles from Attacks Fork
Projectiles from Attacks can Fork 1 additional time
30% increased Global Critical Strike Chance
Trigger Level 20 Unseen Strike every 0.5 seconds while Phasing
+(20–40) to Dexterity
(230–260)% increased Physical Damage
30% reduced Attack Speed while Phasing
(While you have Phasing, your movement is not blocked by Enemies)
+(10–20) to Dexterity
Projectiles have 4% chance to be able to Chain when colliding with terrain per
Searching Eye Jewel affecting you, up to a maximum of 20%
Searching Eye Jewel affecting you, up to a maximum of 20%
+(10–16) to all Attributes
+(20–30) to Dexterity
(15–20)% increased Evasion Rating
+(100–120) to maximum Life
Nearby Enemies grant 25% increased Flask Charges
monster slain flask charges granted +% [25]
[Random Dexterity aura Reserves no Mana]
+(25–35) to Strength
+(30–50) to Dexterity
+(15–25)% to Fire Resistance
+(15–25)% to Cold Resistance
Magic Utility Flasks cannot be Used
Leftmost (2–4) Magic Utility Flasks constantly apply their Flask Effects to you
Magic Utility Flask Effects cannot be removed
[The Searing Exarch Implicit]
[The Eater of Worlds Implicit]
+(20–50) to Strength
+(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)
Trigger Level 1 Rain of Arrows when you Attack with a Bow
+(20–30) to Strength
+(20–30) to Dexterity
Adds 4 to 8 Fire Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
40% increased Global Accuracy Rating
(45–75)% increased Physical Damage
(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)
30% increased Global Critical Strike Chance
+12% Chance to Block Attack Damage while Dual Wielding
+(10–20) to Dexterity
(80–100)% increased Physical Damage
Adds 1 to 10 Lightning Damage
10% increased Attack Speed
50% increased Global Critical Strike Chance
+(10–20) to Dexterity
(70–100)% increased Physical Damage
Adds 4 to 8 Fire Damage
(10–14)% increased Attack Speed
50% more Damage with Arrow Hits at Close Range
Bow Knockback at Close Range
(Close Range is up to 2 metres)
(Knockback pushes Enemies away when Hit)
+5 to Dexterity
+(10–20) to maximum Energy Shield
(20–40)% increased Mana Regeneration Rate
20% increased Movement Speed
Cannot be Frozen
(12–20)% increased Rarity of Items found
+(20–30) to Dexterity
+(20–30) to maximum Life
+25% to Cold Resistance
Cannot be Chilled
Regenerate 10% of Life per second while Frozen
(20–30)% increased Elemental Damage with Attack Skills
+(15–25)% to Fire Resistance
+(15–25)% to Cold Resistance
+(15–25)% to Lightning Resistance
Adds 1 to 2 Cold Damage to Attacks per 10 Dexterity
Adds 1 to 2 Fire Damage to Attacks per 10 Strength
Adds to 3 Lightning Damage to Attacks per 10 Intelligence
+(20–30)% to Lightning Resistance
+(30–50) to Dexterity
(25–35)% increased Projectile Damage
Projectiles Return to you
Projectiles are fired in random directions
+(5–10) to Dexterity
Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at 50% of their Value
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(20–30) to Strength
+(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
Crucible Passive Skill Tree is removed if this Modifier is removed
(15–25)% increased Stun and Block Recovery
+(20–40) to Dexterity
+(40–60) to maximum Mana
(7–10)% reduced Flask Charges used
Non-Unique Utility Flasks you Use apply to Linked Targets
(15–25)% increased Stun and Block Recovery
+(20–30) to Dexterity
+(20–30) to Intelligence
+(60–80) to maximum Life
Every 5 seconds, gain one of the following for 5 seconds:
Your Hits are always Critical Strikes
Hits against you are always Critical Strikes
Attacks cannot Hit you
Attacks against you always Hit
Your Damage with Hits is Lucky
Damage of Hits against you is Lucky
Your Hits are always Critical Strikes
Hits against you are always Critical Strikes
Attacks cannot Hit you
Attacks against you always Hit
Your Damage with Hits is Lucky
Damage of Hits against you is Lucky
+(30–40) to Dexterity
(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
+30% chance to Suppress Spell Damage
+(40–50) to Dexterity
(140–220)% increased Evasion Rating
25% increased Shock Duration on Enemies
(12–18) to (231–347) Added Lightning Damage with Wand Attacks
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(15–25)% increased Stun and Block Recovery
+(20–30) to Dexterity
150% increased Flask Effect Duration
Flasks applied to you have 60% reduced Effect
2% reduced Flask Effect Duration per Level
Flasks applied to you have 1% increased Effect per Level
10% reduced Enemy Stun Threshold
+(30–40) to Strength
+(30–40) to Dexterity
(150–250)% increased Physical Damage
+(400–500) to Accuracy Rating
Can be Enchanted by a Kalguuran Runesmith
Can have 2 additional Runesmithing Enchantments
Can be Runesmithed as though it were all One Handed Melee Weapon Types
Passive /19
10% increased Attack Speed
10% increased Global Accuracy Rating
Ignore all Movement Penalties from Armour
+20 to Dexterity
+30 to Dexterity
+30 to Dexterity
+30 to Dexterity
+30 to Dexterity
Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating
15% increased Global Accuracy Rating
5% increased Movement Speed
+20 to Dexterity and Intelligence
20% increased Chaos Damage
5% increased Movement Speed
+20 to Dexterity
20% increased Physical Damage
+10% to all Elemental Resistances
25% chance to Ignore Stuns while Casting
+20 to Strength and Dexterity
40% increased Evasion Rating while Phasing
10% increased Movement Speed while Phasing
+20 to Dexterity
Dexterity provides no inherent bonus to Evasion Rating
+1% Chance to Suppress Spell Damage per 15 Dexterity
+1% Chance to Suppress Spell Damage per 15 Dexterity
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
18% increased Evasion Rating
+12 to maximum Life
16% increased Projectile Damage
+30 to Dexterity
Cluster Jewel Passive /7
You count as Dual Wielding while you are Unencumbered
40% more Attack Speed with Melee Skills while you are Unencumbered
Adds 14 to 20 Attack Physical Damage to Melee Skills per 10 Dexterity while you are Unencumbered
40% more Attack Speed with Melee Skills while you are Unencumbered
Adds 14 to 20 Attack Physical Damage to Melee Skills per 10 Dexterity while you are Unencumbered
(You are Unencumbered while you have no Gloves, no Main Hand Item, and no Off Hand Item Equipped)
+10% chance to Suppress Spell Damage
5% increased Dexterity
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
1% increased Cold Damage per 25 Dexterity
1% increased Cold Damage per 25 Intelligence
1% increased Cold Damage per 25 Strength
5% increased Attack Speed with Two Handed Melee Weapons
15% increased Accuracy Rating with Two Handed Melee Weapons
25% increased Critical Strike Chance with Two Handed Melee Weapons
+15 to Dexterity and Intelligence
When you Warcry, you and nearby Allies gain Onslaught for 4 seconds
+10 to Strength and Dexterity
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
Purity of Ice has 80% increased Mana Reservation Efficiency
+20 to Dexterity
5% chance to Blind Enemies on Hit
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
20% increased Evasion Rating
+20 to Dexterity
10% chance to Blind Enemies on Hit
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
Timeless Jewel Passive Additions /4
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Maraketh | Attribute | +2 to Dexterity | maraketh_attribute_dex |
Maraketh | Normal | +4 to Dexterity | maraketh_small_dex |
Maraketh | Notable | +20 to Dexterity | maraketh_notable_add_dexterity |
Maraketh | Notable | 5% increased Dexterity | maraketh_notable_add_percent_dexterity |
Elevated modifier List /6
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
of the Elder | 68 | (5–8)% increased Dexterity Group: 1251 | (9–12)% increased Dexterity |
of the Elder | 83 | (9–12)% increased Dexterity Group: 1251 | +1 to Level of Socketed Dexterity Gems (9–12)% increased Dexterity |
of Redemption | 68 | (5–8)% increased Dexterity Group: 1251 | (9–12)% increased Dexterity |
of Redemption | 75 | (9–12)% increased Dexterity Group: 1251 | +1 to Level of Socketed Dexterity Gems (9–12)% increased Dexterity |
of the Hunt | 68 | (6–8)% increased Dexterity Group: 1251 | (9–10)% increased Dexterity |
of the Hunt | 75 | (9–10)% increased Dexterity Group: 1251 | (11–12)% increased Dexterity |
Item mods /88
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Pupil | 1 | Suffix | +(8–12) to Intelligence attribute | ring 1000 amulet 1000 helmet 1000 int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 |
of the Student | 11 | Suffix | +(13–17) to Intelligence attribute | ring 1000 amulet 1000 helmet 1000 int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 |
of the Prodigy | 22 | Suffix | +(18–22) to Intelligence attribute | ring 1000 amulet 1000 helmet 1000 int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 |
of the Augur | 33 | Suffix | +(23–27) to Intelligence attribute | ring 1000 amulet 1000 helmet 1000 int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 |
of the Philosopher | 44 | Suffix | +(28–32) to Intelligence attribute | ring 1000 amulet 1000 helmet 1000 int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 |
of the Sage | 55 | Suffix | +(33–37) to Intelligence attribute | ring 1000 amulet 1000 helmet 1000 int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 |
of the Savant | 66 | Suffix | +(38–42) to Intelligence attribute | ring 1000 amulet 1000 helmet 1000 int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 |
of the Virtuoso | 74 | Suffix | +(43–50) to Intelligence attribute | ring 1000 amulet 1000 helmet 1000 int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 |
of the Genius | 82 | Suffix | +(51–55) to Intelligence attribute | ring 1000 amulet 1000 helmet 1000 int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 |
of the Polymath | 85 | Suffix | +(56–60) to Intelligence attribute | helmet 1000 default 0 |
1 | Corrupted | (4–6)% increased Dexterity (4–6)% increased Intelligence attribute | amulet 1000 ring 1000 belt 1000 default 0 | |
1 | Corrupted | (4–6)% increased Strength (4–6)% increased Intelligence attribute | amulet 1000 ring 1000 belt 1000 default 0 | |
of Shaping | 68 | Suffix | (5–8)% increased Intelligence attribute | body_armour_shaper 800 default 0 |
of Shaping | 83 | Suffix | (9–12)% increased Intelligence attribute | body_armour_shaper 800 default 0 |
The Shaper's | 80 | Prefix | 1% increased Damage per 15 Intelligence damage | amulet_shaper 800 default 0 |
The Shaper's | 68 | Prefix | Adds 1 to (5–6) Lightning Damage to Attacks with this Weapon per 10 Intelligence damage elemental lightning attack | claw_shaper 200 sceptre_shaper 200 dagger_shaper 200 rune_dagger_shaper 200 wand_shaper 200 default 0 |
The Shaper's | 68 | Prefix | Adds 1 to (7–8) Lightning Damage to Attacks with this Weapon per 10 Intelligence damage elemental lightning attack | staff_shaper 200 warstaff_shaper 200 default 0 |
The Elder's | 68 | Prefix | 1% increased Spell Damage per 16 Intelligence damage caster | sceptre_elder 400 rune_dagger_elder 400 wand_elder 400 default 0 |
The Elder's | 68 | Prefix | 1% increased Spell Damage per 10 Intelligence damage caster | attack_staff 0 staff_elder 400 default 0 |
of the Hunt | 68 | Suffix | (6–8)% increased Intelligence attribute | helmet_basilisk 500 default 0 |
of the Hunt | 75 | Suffix | (9–10)% increased Intelligence attribute | helmet_basilisk 500 default 0 |
of the Crusade | 68 | Suffix | (5–8)% increased Intelligence attribute | body_armour_crusader 500 amulet_crusader 500 default 0 |
of the Crusade | 75 | Suffix | (9–12)% increased Intelligence attribute | body_armour_crusader 500 amulet_crusader 500 default 0 |
Crusader's | 80 | Prefix | 1% increased Damage per 15 Intelligence damage | amulet_crusader 500 default 0 |
Hunter's | 68 | Prefix | Adds 1 to (5–6) Lightning Damage to Attacks with this Weapon per 10 Intelligence damage elemental lightning attack | claw_basilisk 200 dagger_basilisk 200 rune_dagger_basilisk 200 sceptre_basilisk 200 wand_basilisk 200 default 0 |
Hunter's | 68 | Prefix | Adds 1 to (7–8) Lightning Damage to Attacks with this Weapon per 10 Intelligence damage elemental lightning attack | staff_basilisk 200 warstaff_basilisk 200 default 0 |
Hunter's | 68 | Prefix | 1% increased Spell Damage per 16 Intelligence damage caster | sceptre_basilisk 200 rune_dagger_basilisk 200 wand_basilisk 200 default 0 |
Hunter's | 68 | Prefix | 1% increased Spell Damage per 10 Intelligence damage caster | staff_basilisk 200 default 0 |
1 | ScourgeUpside | +(20–23) to Intelligence attribute | ring 500 amulet 500 helmet 500 int_armour 500 str_int_armour 500 dex_int_armour 500 str_dex_int_armour 500 wand 500 dagger 500 claw 500 staff 500 sceptre 500 default 0 | |
45 | ScourgeUpside | +(24–27) to Intelligence attribute | ring 500 amulet 500 helmet 500 int_armour 500 str_int_armour 500 dex_int_armour 500 str_dex_int_armour 500 wand 500 dagger 500 claw 500 staff 500 sceptre 500 default 0 | |
68 | ScourgeUpside | +(28–31) to Intelligence attribute | ring 500 amulet 500 helmet 500 int_armour 500 str_int_armour 500 dex_int_armour 500 str_dex_int_armour 500 wand 500 dagger 500 claw 500 staff 500 sceptre 500 default 0 | |
68 | ScourgeUpside | +(32–35) to Intelligence attribute | ring 500 amulet 500 helmet 500 int_armour 500 str_int_armour 500 dex_int_armour 500 str_dex_int_armour 500 wand 500 dagger 500 claw 500 staff 500 sceptre 500 default 0 | |
68 | ScourgeUpside | (4–5)% increased Intelligence attribute | amulet 200 default 0 | |
68 | ScourgeUpside | (6–7)% increased Intelligence attribute | amulet 200 default 0 | |
1 | ScourgeUpside | +1 to Level of Socketed Intelligence Gems attribute gem | helmet 200 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Intelligence | no_tier_6_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Intelligence | no_tier_5_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Intelligence | no_tier_4_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 3% increased Damage per 100 Intelligence | no_tier_3_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 4% increased Damage per 100 Intelligence | no_tier_2_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | 4% increased Damage per 100 Intelligence | no_tier_1_eldritch_implicit 0 gloves 400 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 4% increased Damage per 100 Intelligence damage | no_tier_5_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 4% increased Damage per 100 Intelligence damage | no_tier_4_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 4% increased Damage per 100 Intelligence damage | no_tier_3_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 5% increased Damage per 100 Intelligence damage | no_tier_2_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 5% increased Damage per 100 Intelligence damage | no_tier_1_eldritch_implicit 0 gloves 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Intelligence damage | no_tier_4_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Intelligence damage | no_tier_3_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Intelligence damage | no_tier_2_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Intelligence damage | no_tier_1_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 230 Intelligence | no_tier_6_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 220 Intelligence | no_tier_5_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 210 Intelligence | no_tier_4_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 200 Intelligence | no_tier_3_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 190 Intelligence | no_tier_2_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 180 Intelligence | no_tier_1_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 200 Intelligence | no_tier_5_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 190 Intelligence | no_tier_4_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 180 Intelligence | no_tier_3_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 170 Intelligence | no_tier_2_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 160 Intelligence | no_tier_1_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 170 Intelligence | no_tier_4_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 160 Intelligence | no_tier_3_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 150 Intelligence | no_tier_2_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 140 Intelligence | no_tier_1_eldritch_implicit 0 body_armour 100 default 0 | |
45 | WeaponTree | +1 to Level of Socketed Intelligence Gems | wand 500 staff 250 sceptre 250 dagger 250 claw 250 default 0 | |
60 | WeaponTreeRecombined | Adds 1 to 3 Lightning Damage to Attacks with this Weapon per 10 Intelligence | two_hand_weapon 0 wand 1000 staff 500 sceptre 500 dagger 500 claw 500 default 0 | |
60 | WeaponTreeRecombined | Adds 1 to 5 Lightning Damage to Attacks with this Weapon per 10 Intelligence | one_hand_weapon 0 wand 1000 staff 500 sceptre 500 dagger 500 claw 500 default 0 | |
1 | WeaponTree | 5% increased Intelligence +9 to maximum Energy Shield | str_armour 0 dex_armour 0 str_dex_armour 0 shield 500 default 0 | |
40 | WeaponTree | 5% increased Intelligence +12 to maximum Energy Shield | str_armour 0 dex_armour 0 str_dex_armour 0 shield 500 default 0 | |
65 | WeaponTree | 5% increased Intelligence +15 to maximum Energy Shield | str_armour 0 dex_armour 0 str_dex_armour 0 shield 500 default 0 | |
1 | WeaponTree | +60 to Intelligence Gain no inherent bonuses from Intelligence | wand 200 one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | +80 to Intelligence Gain no inherent bonuses from Intelligence | wand 200 one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | +90 to Intelligence Gain no inherent bonuses from Intelligence | two_hand_weapon 500 default 0 | |
1 | WeaponTree | +120 to Intelligence Gain no inherent bonuses from Intelligence | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 4% increased Dexterity 4% increased Intelligence | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Dexterity 6% increased Intelligence | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Dexterity 6% increased Intelligence | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 10% increased Dexterity 10% increased Intelligence | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 4% increased Strength 4% increased Intelligence | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Strength 6% increased Intelligence | one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 6% increased Strength 6% increased Intelligence | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 10% increased Strength 10% increased Intelligence | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 14% increased Area of Effect if Intelligence is below 100 | wand 200 one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 20% increased Area of Effect if Intelligence is below 100 | wand 200 one_hand_weapon 500 shield 500 default 0 | |
1 | WeaponTree | 24% increased Area of Effect if Intelligence is below 100 | two_hand_weapon 500 default 0 | |
1 | WeaponTree | 32% increased Area of Effect if Intelligence is below 100 | two_hand_weapon 500 default 0 | |
Haunted | 68 | Prefix | +1 to maximum Mana per 2 Intelligence resource mana | necropolis_helmet 100 default 0 |
Abyss Jewel mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Intelligence | 1 | Suffix | +(12–16) to Intelligence attribute | default 500 |
of Spirit | 1 | Suffix | +(8–10) to Strength and Intelligence attribute | default 500 |
of Cunning | 1 | Suffix | +(8–10) to Dexterity and Intelligence attribute | default 500 |
Cluster Jewel mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Pupil | 1 | Suffix | Added Small Passive Skills also grant: +(2–3) to Intelligence attribute | expansion_jewel_large 500 expansion_jewel_medium 500 default 0 |
of the Student | 68 | Suffix | Added Small Passive Skills also grant: +(4–5) to Intelligence attribute | expansion_jewel_large 400 expansion_jewel_medium 400 default 0 |
of the Prodigy | 84 | Suffix | Added Small Passive Skills also grant: +(6–8) to Intelligence attribute | expansion_jewel_large 300 expansion_jewel_medium 300 default 0 |
of the Pupil | 1 | Suffix | Added Small Passive Skills also grant: +(2–3) to Intelligence attribute | expansion_jewel_small 500 default 0 |
of the Student | 68 | Suffix | Added Small Passive Skills also grant: +(4–5) to Intelligence attribute | expansion_jewel_small 400 default 0 |
of the Prodigy | 73 | Suffix | Added Small Passive Skills also grant: +(6–8) to Intelligence attribute | expansion_jewel_small 300 default 0 |
of the Augur | 78 | Suffix | Added Small Passive Skills also grant: +(9–11) to Intelligence attribute | expansion_jewel_small 200 default 0 |
of the Philosopher | 84 | Suffix | Added Small Passive Skills also grant: +(12–14) to Intelligence attribute | expansion_jewel_small 100 default 0 |
Fossil mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Underground | 1 | Suffix | +1 to Level of Socketed Intelligence Gems attribute gem | abyss_jewel 0 jewel 0 staff 1000 sceptre 1000 mace 750 axe 750 sword 750 bow 750 dagger 1000 claw 1000 wand 1600 str_armour 750 int_armour 1600 dex_armour 750 str_dex_armour 750 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 unset_ring 1000 default 0 |
Veiled mods /7
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Order | 60 | Suffix | +(31–35) to Dexterity and Intelligence attribute | body_armour 600 boots 600 gloves 600 helmet 600 amulet 600 ring 600 belt 600 shield 600 quiver 600 default 0 |
of the Order | 60 | Suffix | +(31–35) to Strength and Intelligence attribute | body_armour 600 boots 600 gloves 600 helmet 600 amulet 600 ring 600 belt 600 shield 600 quiver 600 default 0 |
of the Order | 60 | Suffix | +(25–28) to Dexterity and Intelligence (18–22)% increased Attack Speed attack speed attribute | ranged 0 weapon 1000 default 0 |
of the Order | 60 | Suffix | +(25–28) to Dexterity and Intelligence (12–15)% increased Attack Speed attack speed attribute | wand 1000 bow 1000 default 0 |
of the Order | 60 | Suffix | +(25–28) to Strength and Intelligence (28–32)% increased Critical Strike Chance attack critical attribute | weapon 1000 default 0 |
of the Order | 60 | Suffix | +(31–35) to Intelligence +(15–18)% to Quality attribute | body_armour 0 shield 0 default 0 |
of the Order | 60 | Suffix | +(31–35) to Intelligence (21–25)% chance to Avoid being Shocked attribute | body_armour 1000 shield 1000 default 0 |
Crafting Bench /16
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
+(15–20) to Intelligence | 1x Orb of Augmentation | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Quiver | Default |
+(21–25) to Intelligence | 2x Orb of Alchemy | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Quiver | The Western Forest |
+(26–30) to Intelligence | 2x Chaos Orb | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Quiver | Graveyard Map |
+(10–15) to Dexterity and Intelligence | 6x Orb of Alteration | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(16–20) to Dexterity and Intelligence | 2x Orb of Alchemy | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(21–25) to Dexterity and Intelligence | 4x Chaos Orb | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(10–15) to Strength and Intelligence | 6x Orb of Alteration | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(16–20) to Strength and Intelligence | 2x Orb of Alchemy | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(21–25) to Strength and Intelligence | 4x Chaos Orb | Body Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · Quiver | Betrayal Unveil |
+(15–19) to Dexterity and Intelligence (8–10)% increased Attack Speed | 4x Chaos Orb | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(20–24) to Dexterity and Intelligence (13–16)% increased Attack Speed | 1x Exalted Orb | One Hand Melee · Two Hand Melee | Betrayal Unveil |
+(15–19) to Strength and Intelligence (15–20)% increased Critical Strike Chance | 2x Chaos Orb | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(20–24) to Strength and Intelligence (21–25)% increased Critical Strike Chance | 1x Exalted Orb | One Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
+(10–15) to Intelligence (21–25)% chance to Avoid being Shocked | 8x Armourer's Scrap | Body Armour · Shield | Betrayal Unveil |
+(16–20) to Intelligence (21–25)% chance to Avoid being Shocked | 3x Orb of Alchemy | Body Armour · Shield | Betrayal Unveil |
+(21–25) to Intelligence (21–25)% chance to Avoid being Shocked | 4x Chaos Orb | Body Armour · Shield | Betrayal Unveil |
Misc mods /57
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Jewel | Unique | +(5–15) to Intelligence attribute | ||
1 | Jewel | Unique | (10–15)% reduced Intelligence attribute | ||
1 | Jewel | Unique | (4–6)% increased Intelligence attribute | ||
of Intelligence | 1 | Jewel | Suffix | +(12–16) to Intelligence attribute | not_int 300 default 500 |
of Spirit | 1 | Jewel | Suffix | +(8–10) to Strength and Intelligence attribute | not_dex 450 default 250 |
of Cunning | 1 | Jewel | Suffix | +(8–10) to Dexterity and Intelligence attribute | not_str 450 default 250 |
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Intelligence local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Dexterity from Passives in Radius is Transformed to Intelligence local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | +(16–24) to Intelligence attribute | ||
1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Strength local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Strength local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Intelligence local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Strength from Passives in Radius is Transformed to Intelligence local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Dexterity local jewel effect base radius [800] attribute | ||
1 | Jewel | Unique | Intelligence from Passives in Radius is Transformed to Dexterity local jewel effect base radius [1500] attribute | ||
1 | Jewel | Unique | 5% increased Chaos Damage per 10 Intelligence from Allocated Passives in Radius local jewel effect base radius [1200] chaos | ||
1 | Jewel | Unique | Adds 1 to Maximum Life per 3 Intelligence Allocated in Radius local jewel effect base radius [1500] resource life | ||
1 | Jewel | Unique | Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus local jewel effect base radius [1200] damage physical attack | ||
1 | Jewel | Unique | Fire Damage is increased by 1% per 5 Intelligence from Allocated Passives in Radius local jewel effect base radius [1200] local unique jewel fireball explosion radius 20% less at close range 50% more at long range with x int in radius [60] damage elemental fire | ||
1 | Jewel | Unique | Cold Damage is increased by 1% per 8 Intelligence from Allocated Passives in Radius Physical Damage is increased by 1% per 8 Intelligence from Allocated Passives in Radius Glacial Cascade gains an additional Burst with 60 Intelligence from Passives in Radius local jewel effect base radius [1200] damage physical elemental cold | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Freezing Pulse fires 2 additional Projectiles With at least 40 Intelligence in Radius, 25% increased Freezing Pulse Damage if you've Shattered an Enemy Recently local jewel effect base radius [1200] damage caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Frostbolt fires 2 additional Projectiles With at least 40 Intelligence in Radius, Frostbolt Projectiles gain 40% increased Projectile Speed per second local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, each Lightning Tendrils Repeat has 4% increased Area of Effect per Enemy Hit local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Rolling Magma fires an additional Projectile With at least 40 Intelligence in Radius, Rolling Magma has 10% increased Area of Effect per Chain local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Rolling Magma deals 50% less Damage With at least 40 Intelligence in Radius, Rolling Magma deals 40% more Damage per Chain With at least 40 Intelligence in Radius, Rolling Magma has 10% increased Area of Effect per Chain local jewel effect base radius [1200] damage caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Blight has 25% increased Area of Effect after 1 second of Channelling local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Blight inflicts Withered for 2 seconds With at least 40 Intelligence in Radius, Blight has 50% increased Hinder Duration local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Blight inflicts Withered for 2 seconds With at least 40 Intelligence in Radius, Blight has 50% increased Hinder Duration local jewel effect base radius [1200] | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Blight inflicts Withered for 2 seconds With at least 40 Intelligence in Radius, Blight has 30% reduced Cast Speed local jewel effect base radius [1200] | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Raised Zombies' Slam Attack has 100% increased Cooldown Recovery Rate With at least 40 Intelligence in Radius, Raised Zombies' Slam Attack deals 30% increased Damage local jewel effect base radius [1200] minion | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, 2 additional Spark Projectiles local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Spark fires additional Projectiles With at least 40 Intelligence in Radius, Spark fires Projectiles in a circle local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With 40 Intelligence in Radius, Glacial Cascade has an additional Burst With 40 Intelligence in Radius, 20% of Glacial Cascade Physical Damage Converted to Cold Damage local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, 10% of Damage taken Recouped as Mana if you've Warcried Recently local jewel effect base radius [1200] | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Cold Snap grants Power Charges instead of Frenzy Charges when Enemies die in its Area With at least 40 Intelligence in Radius, Cold Snap's Cooldown can be bypassed by Power Charges instead of Frenzy Charges local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Fireball Projectiles gain Area as they travel farther, up to 50% increased Area of Effect local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Projectiles gain radius as they travel farther, up to a maximum of +0.4 metres to radius local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Fireball cannot ignite With at least 40 Intelligence in Radius, Fireball has +(30–50)% chance to inflict scorch local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Summon Skeletons can Summon up to 15 Skeleton Mages local jewel effect base radius [1200] minion | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Raised Spectres have a 50% chance to gain Soul Eater for 20 seconds on Kill local jewel effect base radius [1200] minion | ||
1 | Jewel | Unique | +125 to Accuracy Rating per 10 Intelligence on Unallocated Passives in Radius attack | ||
1 | Jewel | Unique | Regenerate 0.4% of Energy Shield per Second for every 10 Intelligence on Allocated Passives in Radius defences | ||
1 | Jewel | Unique | -1 Intelligence per 1 Intelligence on Allocated Passives in Radius local jewel effect base radius [1200] attribute | ||
1 | Jewel | Unique | 2% increased Mana Recovery Rate per 10 Intelligence on Allocated Passives in Radius resource mana | ||
1 | Jewel | Unique | 3% increased Mana Recovery Rate per 10 Intelligence on Allocated Passives in Radius resource mana | ||
1 | Jewel | Unique | 2% reduced Mana Recovery Rate per 10 Intelligence on Unallocated Passives in Radius resource mana | ||
1 | Jewel | Unique | +3% to Damage over Time Multiplier per 10 Intelligence on Unallocated Passives in Radius damage | ||
1 | Jewel | Unique | With 40 total Intelligence and Dexterity in Radius, Prismatic Skills deal 50% less Fire Damage With 40 total Intelligence and Dexterity in Radius, Prismatic Skills cannot choose Fire local jewel effect base radius [1200] damage elemental fire attack | ||
1 | Jewel | Unique | With 40 total Strength and Intelligence in Radius, Prismatic Skills deal 50% less Cold Damage With 40 total Strength and Intelligence in Radius, Prismatic Skills cannot choose Cold local jewel effect base radius [1200] damage elemental cold attack | ||
1 | Jewel | Unique | +5 to Intelligence attribute | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Discharge has 60% less Area of Effect With at least 40 Intelligence in Radius, Discharge Cooldown is 250 ms With at least 40 Intelligence in Radius, Discharge deals 60% less Damage local jewel effect base radius [1200] caster | ||
1 | Atlas | Prefix | 100% increased Intelligence gained from Immortal Syndicate targets encountered in your Maps 3 uses remaining | unique_map 0 no_monster_packs 0 default 50 | |
1 | Atlas | Prefix | 100% increased Intelligence gained from Immortal Syndicate targets encountered in your Maps 15 uses remaining | unique_map 0 no_monster_packs 0 default 50 | |
1 | MapDevice | Unique | 150% increased Intelligence gained from Immortal Syndicate targets | ||
Genius | 84 | SanctumSpecial | Prefix | Adds 1 to 4 Lightning Damage to Attacks per 10 Intelligence elemental lightning attack | int_special_relic 200 default 50 |
of the Inquisitor | 1 | Charm | Suffix | +(20–30) to Strength and Intelligence | int_animal_charm 500 str_animal_charm 500 default 0 |
of the Inquisitor | 60 | Charm | Suffix | +(31–40) to Strength and Intelligence | int_animal_charm 250 str_animal_charm 250 default 0 |
Essence /4
Item /4
Betrayal Scarab of Intelligence
Stack Size: 1 / 20
Limit: 1
150% Increased Intelligence gained from
Immortal Syndicate targets encountered in Area
Immortal Syndicate targets encountered in Area
Lapis Amulet
Requires Level 7
+(20–30) to Intelligence
Turquoise Amulet
Requires Level 20
+(16–24) to Dexterity and Intelligence
Agate Amulet
Requires Level 20
+(16–24) to Strength and Intelligence
Unique /120
+(25–40) to maximum Life
+(20–30) to Strength
+(20–30) to Intelligence
+(20–30)% to Cold Resistance
2% of Physical Attack Damage Leeched as Life
2% of Physical Attack Damage Leeched as Mana
(500–1000)% increased total Recovery per second from Life Leech
(500–1000)% increased total Recovery per second from Mana Leech
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(20–30) to maximum Mana
+(5–20) to Intelligence
+(5–20)% to all Elemental Resistances
Gain (5–20) Mana per Enemy Killed
You can apply an additional Curse
+(20–30) to maximum Mana
+(25–30) to maximum Mana
(45–65)% increased Mana Regeneration Rate
2% increased Experience gain
2% increased Intelligence for each Unique Item Equipped
3% chance for Slain monsters to drop an additional Scroll of Wisdom
(Flasks and Jewels are not Equipped)
+(15–25) to maximum Energy Shield
+(60–75) to Intelligence
Right ring slot: You cannot Regenerate Mana
Right ring slot: Regenerate 6% of Energy Shield per second
Right ring slot: +250 to maximum Mana
Left ring slot: You cannot Recharge or Regenerate Energy Shield
Left ring slot: Regenerate 40 Mana per Second
Left ring slot: +250 to maximum Energy Shield
Gain (6–8) Life per Enemy Hit with Attacks
+(15–25) to Strength
+(35–45) to Dexterity
+(15–25) to Intelligence
Adds 10 to 20 Cold Damage to Attacks
(7–10)% increased Attack Speed
Gain (2–3) Life per Enemy Hit with Attacks
10% increased Area of Effect
Socketed Gems are Supported by Level 29 Added Chaos Damage
+(20–30) to Intelligence
(210–250)% increased Energy Shield
10% increased maximum Life
Skills gain a Base Life Cost equal to 100% of Base Mana Cost
+(30–40) to Strength
+(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)
+15 to Dexterity
+15 to Intelligence
(100–150)% increased Evasion Rating
(10–20)% increased Movement Speed
(10–20)% increased Movement Speed when on Low Life
Quicksilver Flasks you Use also apply to nearby Allies
(You are on Low Life if you have 50% of your Maximum Life or less)
+(20–30) to Intelligence
(100–140)% increased Energy Shield
15% increased Movement Speed
20% increased Movement Speed when on Full Life
(150–200)% increased Stun and Block Recovery
+(20–30) to Dexterity
+(20–30) to Intelligence
(80–100)% increased Evasion Rating
+(100–150) to maximum Energy Shield
30% increased Movement Speed
Enemies Cannot Leech Life From you
+(5–30) to Strength
+(5–30) to Dexterity
+(5–30) to Intelligence
+(5–30) to maximum Energy Shield
100% increased Rarity of Items found when on Low Life
(10–25)% increased Movement Speed
(You are on Low Life if you have 50% of your Maximum Life or less)
+(20–30) to Intelligence
+(60–80) to maximum Life
+(60–80) to maximum Mana
Curse Enemies with Temporal Chains on Hit
Non-Aura Curses you inflict are not removed from Dying Enemies
Enemies near corpses affected by your Curses are Blinded
Enemies Killed near corpses affected by your Curses explode, dealing
3% of their Life as Physical Damage
Enemies Killed near corpses affected by your Curses explode, dealing
3% of their Life as Physical Damage
(Temporal Chains is a Hex which reduces Action Speed by 15%, or 9% on Rare or Unique targets, and makes other effects on the target expire 40% slower. It has 50% less effect on Players and lasts 5 seconds)
+(60–80) to Intelligence
(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)
(Life Leech from Melee Damage is Instant. Cannot Recover Life other than from Leech)
+(20–50) to Intelligence
100% increased Spell Damage
(15–25)% reduced Cast Speed
6% increased Movement Speed
+(40–60) to Intelligence
(180–200)% increased Evasion Rating
+(20–30)% to all Elemental Resistances
50% reduced Duration of Curses on you
Hex Reflection
+10% Chance to Block Attack Damage while not Cursed
+20% Chance to Block Spell Damage while Cursed
40% increased Global Accuracy Rating
+10 to Intelligence
Adds 1 to 75 Lightning Damage
50% increased Global Critical Strike Chance
(40–50)% increased maximum Energy Shield
25% reduced maximum Life
Attacks with this Weapon have Added Maximum Lightning Damage equal to 20% of Player's Maximum Energy Shield
+20% Chance to Block Attack Damage while wielding a Staff
1% increased Area of Effect per 20 Intelligence
1% increased Attack Speed per 10 Dexterity
16% increased Physical Weapon Damage per 10 Strength
(22–26)% increased Spell Damage
Cannot be used with Chaos Inoculation
+(10–20) to Intelligence
Minions have (20–30)% increased Movement Speed
Minions deal (50–70)% increased Damage
+1 to maximum number of Raised Zombies
+1 to maximum number of Spectres
+1 to maximum number of Skeletons
Reserves 30% of Life
(33–37)% increased Spell Damage
Socketed Gems are supported by Level 20 Blind
+10 to Intelligence
(30–40)% increased Spell Damage
(250–275)% increased Physical Damage
(20–30)% increased Lightning Damage
10% increased Cast Speed
10% chance to Blind Enemies on hit
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
10% Chance to Block Spell Damage
+(20–30) to Intelligence
+5% Chance to Block
Curse Enemies with Punishment when you Block their Melee Damage, ignoring Curse Limit
Curse Enemies with Temporal Chains when you Block their Projectile Attack Damage, ignoring Curse Limit
Curse Enemies with Elemental Weakness when you Block their Spell Damage, ignoring Curse Limit
(Punishment is a Hex which increases Damage taken by 30% while the target is on low life and causes them to be Debilitated for 2 seconds when they Hit. It lasts 8 seconds)
(Temporal Chains is a Hex which reduces Action Speed by 15%, or 9% on Rare or Unique targets, and makes other effects on the target expire 40% slower. It has 50% less effect on Players and lasts 5 seconds)
(Elemental Weakness is a Hex which inficts -15% to all Elemental Resistances. It lasts 8 seconds)
+(9–20) to maximum Energy Shield
+(15–25) to Intelligence
10% increased Damage
+(20–30) to maximum Energy Shield
20% increased maximum Energy Shield
50% increased Energy Shield Recharge Rate
Adds (1–2) to (9–11) Lightning Damage to Spells and Attacks
+2 to Level of Socketed Gems
Socketed Gems are Supported by Level 10 Arcane Surge
Socketed Gems are Supported by Level 10 Spell Echo
Socketed Gems are Supported by Level 10 Controlled Destruction
+(10–30) to Intelligence
+1 to Level of Socketed Gems
(5–15)% increased Strength
(5–15)% increased Dexterity
(5–15)% increased Intelligence
(100–150)% increased Armour
40% reduced Light Radius
+20% Chance to Block Attack Damage while wielding a Staff
+1 to Level of Socketed Support Gems
Grants Level 1 Icestorm Skill
(14–18)% increased Intelligence
(8–12)% increased Cast Speed
1% increased Spell Damage per 10 Intelligence
sound on rare kill ice whisper [1]
40% increased Global Critical Strike Chance
+(20–40) to Intelligence
(40–60)% increased Fire Damage
+1 to Level of all Fire Spell Skill Gems
30% of Fire Damage Converted to Chaos Damage
Your Chaos Damage has 60% chance to Poison Enemies
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
5% increased Chaos Damage per 10 Intelligence from Allocated Passives in Radius
+2 to Level of Socketed Curse Gems
+(20–30) to Intelligence
+(100–120) to maximum Energy Shield
Curse Skills have (30–50)% increased Skill Effect Duration
Adds 37 to 71 Chaos Damage for each Curse on the Enemy
+(16–24) to Intelligence
Dexterity from Passives in Radius is Transformed to Intelligence
Corrupted
+(16–24) to Strength
Intelligence from Passives in Radius is Transformed to Strength
Corrupted
+(16–24) to Intelligence
Strength from Passives in Radius is Transformed to Intelligence
Corrupted
+(16–24) to Dexterity
Intelligence from Passives in Radius is Transformed to Dexterity
Corrupted
+(5–10) to Intelligence
Notable Passive Skills in Radius are Transformed to
instead grant: 10% increased Mana Cost of Skills and 20% increased Spell Damage
instead grant: 10% increased Mana Cost of Skills and 20% increased Spell Damage
Corrupted
(6–8)% increased maximum Life
Adds 1 to Maximum Life per 3 Intelligence Allocated in Radius
Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus
+(12–16)% to Cold and Lightning Resistances
+(15–25) to Intelligence
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Socketed Gems are Supported by Level 18 Faster Casting
+(20–30) to Intelligence
+(50–80) to maximum Energy Shield
+(50–70) to maximum Life
Gain +2% to Critical Strike Chance for 2 seconds after Spending a total of 800 Mana
(10–15)% increased Fire Damage
With at least 40 Intelligence in Radius, Fireball cannot ignite
With at least 40 Intelligence in Radius, Fireball has +(30–50)% chance to inflict scorch
(10–15)% increased Cold Damage
With at least 40 Intelligence in Radius, Cold Snap grants Power Charges instead of Frenzy Charges when Enemies die in its Area
With at least 40 Intelligence in Radius, Cold Snap's Cooldown can be bypassed by Power Charges instead of Frenzy Charges
With at least 40 Intelligence in Radius, Cold Snap's Cooldown can be bypassed by Power Charges instead of Frenzy Charges
(7–10)% increased maximum Mana
With at least 40 Intelligence in Radius, 10% of Damage taken Recouped as Mana if you've Warcried Recently
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
(Recently refers to the past 4 seconds)
(5–10)% increased Spell Damage
Trigger Level 20 Fog of War when your Trap is triggered
+(20–30) to Intelligence
(250–300)% increased Energy Shield
(30–50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
30% reduced Spell Damage taken from Blinded Enemies
No Chance to Block
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(4–6)% increased Intelligence
30% increased Global Critical Strike Chance
3% increased Character Size
2% of Physical Attack Damage Leeched as Life
(60–80)% increased Physical Damage
Adds (25–35) to (50–65) Physical Damage
25% chance to cause Bleeding on Hit
2% increased Physical Damage Over Time per 10 Dexterity
1% increased Bleeding Duration per 12 Intelligence
30% Chance to cause Bleeding Enemies to Flee on hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(20–30)% increased Projectile Speed
+(30–40) to Dexterity
(8–12)% increased Cast Speed
+(30–60) to maximum Life
+(20–40)% to Lightning Resistance
20% chance to Avoid being Stunned
1% increased Lightning Damage per 10 Intelligence
Adds (1–2) to (9–11) Lightning Damage to Spells and Attacks
+2 to Level of Socketed Gems
Socketed Gems are Supported by Level 10 Intensify
Socketed Gems are Supported by Level 10 Spell Echo
Socketed Gems are Supported by Level 10 Controlled Destruction
+(10–30) to Intelligence
+10 to Dexterity
+(20–30) to Intelligence
(100–140)% increased Energy Shield
15% increased Movement Speed
20% increased Movement Speed when on Full Life
(150–200)% increased Stun and Block Recovery
Regenerate 1% of Energy Shield per second
(20–30)% increased Global Accuracy Rating
+(15–25) to Intelligence
+(30–50) to maximum Mana
(20–30)% increased Mana Regeneration Rate
0.2% of Physical Attack Damage Leeched as Mana
Attack Skills have +1 to maximum number of Summoned Totems
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Minions have (6–8)% increased Area of Effect
With at least 40 Intelligence in Radius, Raised Spectres have a 50% chance to gain Soul Eater for 20 seconds on Kill
(While you have Soul Eater, you consume the souls of anything killed nearby, gaining 5% increased Attack and Cast speed for each. You lose 1 soul every 0.5 seconds if you have not gained any souls Recently. Maximum of 45 souls consumed)
(80–120)% increased Armour and Energy Shield
+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
Grants 46 Life per Enemy Hit
(8–12)% increased Dexterity
(8–12)% increased Intelligence
Recover 1% of Life on Kill
Adds 1 to 10 Lightning Damage to Attacks with this Weapon per 10 Dexterity
5% increased Critical Strike Chance per 25 Intelligence
Grants 46 Life per Enemy Hit
(8–12)% increased Dexterity
(8–12)% increased Intelligence
1% of Attack Damage Leeched as Life
Adds 1 to 10 Lightning Damage to Attacks with this Weapon per 10 Intelligence
1% increased Attack Speed per 25 Dexterity
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(5–10)% increased Spell Damage
+(20–30) to Intelligence
(170–230)% increased Energy Shield
+(35–40)% to Lightning Resistance
Shocks you inflict spread to other Enemies within 1.5 metres
Adds 1 to 10 Lightning Damage for each Shocked Enemy you've Killed Recently
(Recently refers to the past 4 seconds)
Minions deal (10–15)% increased Damage
With at least 40 Intelligence in Radius, Raised
Zombies' Slam Attack has 100% increased Cooldown Recovery Rate
Zombies' Slam Attack has 100% increased Cooldown Recovery Rate
With at least 40 Intelligence in Radius, Raised Zombies' Slam
Attack deals 30% increased Damage
Attack deals 30% increased Damage
(7–10)% increased Projectile Damage
With at least 40 Intelligence in Radius, Freezing Pulse fires 2 additional Projectiles
With at least 40 Intelligence in Radius, 25% increased Freezing Pulse Damage if
you've Shattered an Enemy Recently
you've Shattered an Enemy Recently
(Recently refers to the past 4 seconds)
10% increased Strength
Socketed Gems are Supported by Level 20 Endurance Charge on Melee Stun
+40 to Intelligence
Adds (70–80) to (340–375) Physical Damage
10% increased Physical Damage per Endurance Charge
(20–30)% reduced Enemy Stun Threshold with this Weapon
(The Stun Threshold determines how much Damage can Stun something)
(7–10)% increased Projectile Damage
With at least 40 Intelligence in Radius, Frostbolt fires 2 additional Projectiles
With at least 40 Intelligence in Radius, Frostbolt Projectiles gain 40% increased Projectile Speed per second
(10–15)% increased Fire Damage
With at least 40 Intelligence in Radius, Rolling Magma deals 50% less Damage
With at least 40 Intelligence in Radius, Rolling Magma deals 40% more Damage per Chain
With at least 40 Intelligence in Radius, Rolling Magma
has 10% increased Area of Effect per Chain
has 10% increased Area of Effect per Chain
(7–13)% increased Chaos Damage
With at least 40 Intelligence in Radius, Blight inflicts Withered for 2 seconds
With at least 40 Intelligence in Radius, Blight has 30% reduced Cast Speed
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
(10–15)% increased Lightning Damage
With at least 40 Intelligence in Radius, Spark fires additional Projectiles
With at least 40 Intelligence in Radius, Spark fires Projectiles in a circle
(15–25)% increased Stun and Block Recovery
+(20–40) to Intelligence
Gain (4–6)% of Maximum Life as Extra Maximum Energy Shield
Immortal Ambition
(Energy Shield starts at zero. Cannot Recharge or Regenerate Energy Shield. Lose 5% of Energy Shield per second. Life Leech effects are not removed when Unreserved Life is Filled. Life Leech effects Recover Energy Shield instead while on Full Life)
(5–8)% increased Intelligence
+(50–70) to maximum Life
25% increased Movement Speed
5% increased Damage per Power Charge
25% chance that if you would gain Power Charges, you instead gain up to
your maximum number of Power Charges
your maximum number of Power Charges
Socketed Gems are Supported by Level 10 Chance to Poison
(130–150)% increased Evasion and Energy Shield
+40 to maximum Energy Shield
+(15–25)% to all Elemental Resistances
(75–100)% increased Damage with Poison if you have at least 300 Dexterity
(15–25)% increased Poison Duration if you have at least 150 Intelligence
(10–15)% increased Cold Damage
With 40 Intelligence in Radius, Glacial Cascade has an additional Burst
With 40 Intelligence in Radius, 20% of Glacial Cascade Physical Damage
Converted to Cold Damage
Converted to Cold Damage
Socketed Gems are Supported by Level 20 Blasphemy
Grants Level 20 Summon Doedre's Effigy Skill
Socketed Hex Curse Skills are Triggered by Doedre's Effigy when Summoned
Hexes from Socketed Skills can apply 5 additional Curses
Socketed Hex Curse Skills are Triggered by Doedre's Effigy when Summoned
Hexes from Socketed Skills can apply 5 additional Curses
+(30–40) to Intelligence
(130–150)% increased Energy Shield
20% less Effect of your Curses
+(5–30) to Strength
+(5–30) to Dexterity
+(5–30) to Intelligence
+(90–110) to maximum Energy Shield
(10–16)% increased Quantity of Items found when on Low Life
20% increased Movement Speed
(You are on Low Life if you have 50% of your Maximum Life or less)
+(20–50) to Intelligence
100% increased Spell Damage
Adds (48–56) to (73–84) Chaos Damage to Spells
(15–25)% reduced Cast Speed
+(64–96) to maximum Energy Shield
Skills Supported by Unleash have (30–50)% increased Seal gain frequency
6% increased Movement Speed
+(40–60) to Intelligence
(180–200)% increased Evasion Rating
+(180–200) to maximum Energy Shield
+(20–30)% to all Elemental Resistances
Hex Reflection
Unaffected by Curses
(15–20)% increased Effect of your Curses
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
+(30–40) to Intelligence
(120–140)% increased Energy Shield
Regenerate (80–100) Energy Shield per second
Enemies affected by your Spider's Webs deal 10% reduced Damage
Enemies affected by your Spider's Webs have -10% to All Resistances
(50–70)% increased Aspect of the Spider Area of Effect
(20–30)% increased Stun Duration on Enemies
+(40–50) to Strength
+(40–50) to Intelligence
(25–40)% increased Global Physical Damage
50% increased Flask Charges gained
(50–60)% increased Critical Strike Chance while you have at least 200 Intelligence
+(20–25)% to all Elemental Resistances while you have at least 200 Strength
+(30–40) to Strength
+(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)
+(40–50) to Intelligence
+(160–180) to maximum Energy Shield
Strength provides no bonus to Maximum Life
Intelligence provides no inherent bonus to Maximum Mana
+1 to Maximum Life per 2 Intelligence
Cannot gain Energy Shield
Regenerate 1% of Life per second per 500 Maximum Energy Shield
Your Energy Shield starts at zero
(10–15)% increased Elemental Damage
With 40 total Strength and Intelligence in Radius, Prismatic Skills deal 50% less Cold Damage
With 40 total Strength and Intelligence in Radius, Prismatic Skills cannot choose Cold
(10–15)% increased Elemental Damage
With 40 total Intelligence and Dexterity in Radius, Prismatic Skills deal 50% less Fire Damage
With 40 total Intelligence and Dexterity in Radius, Prismatic Skills cannot choose Fire
-1 Intelligence per 1 Intelligence on Allocated Passives in Radius
2% increased Mana Recovery Rate per 10 Intelligence on Allocated Passives in Radius
-1 Intelligence per 1 Intelligence on Allocated Passives in Radius
+3% to Damage over Time Multiplier per 10 Intelligence on Unallocated Passives in Radius
3% increased Mana Recovery Rate per 10 Intelligence on Allocated Passives in Radius
2% reduced Mana Recovery Rate per 10 Intelligence on Unallocated Passives in Radius
+(10–16) to all Attributes
+(20–30) to Intelligence
(15–20)% increased maximum Energy Shield
+(50–70) to maximum Life
Hits against Nearby Enemies have 50% increased Critical Strike Chance
enemy +50% critical strike chance against self [2]
[Random Intelligence aura Reserves no Mana]
+23 to maximum Life
(10–15)% reduced Mine Throwing Speed
Mines have (40–50)% increased Detonation Speed
Skills which throw Mines throw up to 1 additional Mine if you have at least 800 Dexterity
Skills which throw Mines throw up to 1 additional Mine if you have at least 800 Intelligence
(Throwing Mines takes 10% more time for each additional Mine thrown)
+(20–30)% to Lightning Resistance
+20 to Intelligence
5% increased maximum Energy Shield
5% increased maximum Life
+(20–30)% to Lightning Resistance
+20 to Intelligence
5% increased maximum Energy Shield
5% increased maximum Life
+(20–30)% to Lightning Resistance
+20 to Intelligence
5% increased maximum Energy Shield
5% increased maximum Life
[One to three random synthesis implicit modifiers]
+(20–30) to Intelligence
Adds 1 to (48–60) Lightning Damage
+(20–30)% to Lightning Resistance
When used in the Synthesiser, the new item will have an additional Herald Modifier
[Random Herald of Thunder modifier]
Regenerate (2–4) Life per second
+(30–40) to Intelligence
Minions have (-17–17)% to Chaos Resistance
Summon Raging Spirit has (20–30)% increased Duration
Summoned Raging Spirits deal (25–40)% increased Damage
Summoned Raging Spirits have (25–40)% increased maximum Life
Summoned Raging Spirits take 20% of their Maximum Life per second as Chaos Damage
26% increased Elemental Damage
Grants Level 30 Smite Skill
+(10–30) to Strength and Intelligence
Enemies inflict Elemental Ailments on you instead of nearby Allies
redirect elemental ailments to aura owner [1]
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(140–180)% increased Evasion and Energy Shield
+(25–40)% to Critical Strike Multiplier if Dexterity is higher than Intelligence
15% increased Dexterity if Strength is higher than Intelligence
1% increased Elemental Damage per 10 Dexterity
+2 to Maximum Life per 10 Intelligence
+(16–24) to Strength and Dexterity
+(30–40) to Intelligence
+(23–31)% to Chaos Resistance
(10–15)% increased effect of Non-Curse Auras from your Skills
10% of Damage from Hits is taken from your Spectres' Life before you
(The damage they take will be divided evenly between them)
+(40–70) to Intelligence
+30 to maximum Energy Shield per 100 Reserved Life
+(80–100) to maximum Mana
Regenerate 2% of Energy Shield per second
Chaos Damage is taken from Mana before Life
+(20–30)% to Lightning Resistance
+(30–50) to Intelligence
(20–25)% increased Spell Damage
30% chance to Avoid Elemental Ailments
Nova Spells have 20% less Area of Effect
Nova Spells deal 30% less Damage to Players with Hits and Ailments
Nova Spells Cast at the targeted location instead of around you
Nova Spells Cast at the targeted location instead of around you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
24% increased Elemental Damage
+(20–30) to Intelligence
(8–15)% increased Cast Speed
(40–60)% increased Mana Regeneration Rate
Minions deal (40–60)% increased Damage
Each Summoned Phantasm grants you Phantasmal Might
(Phantasmal Might grants Added Spell Physical Damage based on the level of the Phantasm. Multiple instances of Phantasmal Might stack)
+(20–30)% to Lightning Resistance
+(20–30) to Intelligence
(20–30)% increased Lightning Damage
(10–15)% chance to Shock
Herald of Thunder also creates a storm when you Shock an Enemy
Herald of Thunder's Storms Hit Enemies with (30–50)% increased Frequency
Take 250 Lightning Damage when Herald of Thunder Hits an Enemy
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(16–24) to Strength and Dexterity
+(30–50) to Intelligence
(10–15)% increased Cast Speed
(10–15)% increased Area of Effect
Enemies Cursed by you are Hindered if 25% of Curse Duration expired
Your Curses have 25% increased Effect if 50% of Curse Duration expired
Enemies Cursed by you take 35% increased Damage if 75% of Curse Duration expired
(Hinder reduces movement speed by 30%)
Has no Sockets
(200–250)% increased Physical Damage
You have no Intelligence
Critical Strike Chance is (20–30)% for Hits with this Weapon
+(60–80) to 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)
(Damage over Time Multiplier for Ailments is equal to Critical Strike Multiplier. Critical Strikes do not deal extra Damage, Non-Critical Strikes cannot inflict Ailments)
Socketed Gems are Supported by Level 18 Unleash
+(20–30) to Intelligence
+(50–80) to maximum Energy Shield
+(50–70) to maximum Life
Gain 40% increased Area of Effect for 2 seconds after Spending a total of 800 Mana
+(20–30) to Dexterity
+(20–30) to Intelligence
+100 to Accuracy Rating
10% increased Movement Speed
30% increased Area of Effect
30% increased Area Damage
+(9–20) to maximum Energy Shield
(-25–-15) to Intelligence
10% increased Damage
50% increased Fishing Pool Consumption
20% increased Fishing Range
(20–30)% increased Rarity of Fish Caught
+(20–30) to maximum Mana
+(5–20) to Intelligence
+(5–20)% to all Elemental Resistances
Gain (5–20) Mana per Enemy Killed
You can apply one fewer Curse
(10–15)% increased Effect of your Curses
(5–8)% increased Intelligence
+(50–70) to maximum Life
5% increased Damage per Power Charge
Regenerate 0.5% of Life per second per Power Charge
5% increased Movement Speed per Power Charge
(22–26)% increased Spell Damage
Cannot be used with Chaos Inoculation
+(10–20) to Intelligence
Minions have (40–50)% increased Movement Speed
Minions deal (50–70)% increased Damage
+6 to maximum number of Raging Spirits
Reserves 30% of Life
+3 to maximum number of Summoned Phantasms
+(20–30) to maximum Mana
+(20–40) to Intelligence
Curse Skills have (8–12)% increased Cast Speed
Non-Aura Hexes expire upon reaching (180–220)% of base Effect
Non-Aura Hexes gain 20% increased Effect per second
+(30–40) to Intelligence
(100–140)% increased Evasion and Energy Shield
+(10–20)% to all Elemental Resistances
(5–10)% chance to Freeze, Shock and Ignite
Elemental Damage you Deal with Hits is Resisted by lowest Elemental Resistance instead
(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)
(7–10)% increased Elemental Damage
With at least 40 Intelligence in Radius, Discharge has 60% less Area of Effect
With at least 40 Intelligence in Radius, Discharge Cooldown is 250 ms
With at least 40 Intelligence in Radius, Discharge deals 60% less Damage
Has 1 Socket
Socketed Gems are Supported by Level 20 Blasphemy
Curse Auras from Socketed Skills also affect you
Socketed Curse Gems have 80% increased Reservation Efficiency
+(20–30) to Intelligence
20% reduced Effect of Curses on you
(15–25)% increased Damage with Hits and Ailments against Cursed Enemies
+(10–20) to Intelligence
8% increased Effect of Arcane Surge on you per
Hypnotic Eye Jewel affecting you, up to a maximum of 40%
Hypnotic Eye Jewel affecting you, up to a maximum of 40%
(Arcane Surge grants 10% increased Cast Speed and 30% increased Mana Regeneration rate, for 4 seconds)
+(20–30) to Intelligence
(25–35)% increased Ward
(40–60)% faster Restoration of Ward
(15–25)% increased Light Radius
Increases and Reductions to Maximum Energy Shield instead apply to Ward
[The Searing Exarch Implicit]
[The Eater of Worlds Implicit]
+(20–50) to Strength
+(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)
Has no Sockets
(25–50)% increased Physical Damage
You have no Intelligence
Critical Strike Chance is (20–30)% for Hits with this Weapon
Grants 3 Life per Enemy Hit
Adds 1 to (5–6) Lightning Damage
(10–15)% increased Attack Speed
Adds 1 to 5 Lightning Damage to Attacks with this Weapon per 10 Intelligence
(20–25)% increased Elemental Damage with Attack Skills
+(20–30) to maximum Mana
+(20–40) to Intelligence
Curse Skills have (8–12)% increased Cast Speed
Non-Aura Hexes expire upon reaching (180–220)% of base Effect
Non-Aura Hexes gain 20% increased Effect per second
+(12–16)% to Cold and Lightning Resistances
+(15–25) to Intelligence
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(20–30) to maximum Mana
+(5–20) to Intelligence
+(5–20)% to all Elemental Resistances
Gain (5–20) Mana per Enemy Killed
You can apply an additional Curse
+(9–20) to maximum Energy Shield
+(15–25) to Intelligence
10% increased Damage
+(20–30) to maximum Energy Shield
20% increased maximum Energy Shield
50% increased Energy Shield Recharge Rate
(20–30)% increased Global Accuracy Rating
+(15–25) to Intelligence
+(30–50) to maximum Mana
(20–30)% increased Mana Regeneration Rate
0.2% of Physical Attack Damage Leeched as Mana
Attack Skills have +1 to maximum number of Summoned Totems
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Regenerate (2–4) Life per second
+(30–40) to Intelligence
Minions have (-17–17)% to Chaos Resistance
Summon Raging Spirit has (20–30)% increased Duration
Summoned Raging Spirits deal (15–30)% increased Damage
Summoned Raging Spirits have (20–30)% increased maximum Life
Summoned Raging Spirits take 20% of their Maximum Life per second as Chaos Damage
(20–30)% increased Elemental Damage with Attack Skills
+(15–25)% to Fire Resistance
+(15–25)% to Cold Resistance
+(15–25)% to Lightning Resistance
Adds 1 to 2 Cold Damage to Attacks per 10 Dexterity
Adds 1 to 2 Fire Damage to Attacks per 10 Strength
Adds to 3 Lightning Damage to Attacks per 10 Intelligence
+(15–25) to maximum Energy Shield
+(30–40) to Intelligence
(10–15)% increased Cast Speed
(10–20)% chance to gain a Power Charge when you Cast a Curse Spell
Your Curse Limit is equal to your maximum Power Charges
+(5–15) to Intelligence
When you Kill an Enemy Cursed with a Non-Aura Hex, become Immune to
Curses for remaining Hex Duration
Curses for remaining Hex Duration
(15–25)% increased Stun and Block Recovery
+(20–30) to Dexterity
+(20–30) to Intelligence
+(60–80) to maximum Life
Every 5 seconds, gain one of the following for 5 seconds:
Your Hits are always Critical Strikes
Hits against you are always Critical Strikes
Attacks cannot Hit you
Attacks against you always Hit
Your Damage with Hits is Lucky
Damage of Hits against you is Lucky
Your Hits are always Critical Strikes
Hits against you are always Critical Strikes
Attacks cannot Hit you
Attacks against you always Hit
Your Damage with Hits is Lucky
Damage of Hits against you is Lucky
26% increased Elemental Damage
+(30–40) to Intelligence
(15–30)% increased Critical Strike Chance
+(1–2) to Level of all Minion Skill Gems
Minions' Base Attack Critical Strike Chance is equal to the Critical
Strike Chance of your Main Hand Weapon
Strike Chance of your Main Hand Weapon
Socketed Gems are Supported by Level 29 Added Cold Damage
+(20–30) to Intelligence
(210–250)% increased Energy Shield
10% increased maximum Life
Skills gain a Base Energy Shield Cost equal to 200% of Base Mana Cost
+(30–50) to Intelligence
(80–120)% increased Armour and Evasion
+1 to Level of all Minion Skill Gems
25% increased Light Radius
Minions have the same maximum number of Endurance, Frenzy and Power Charges as you
Minions count as having the same number of
Endurance, Frenzy and Power Charges as you
Endurance, Frenzy and Power Charges as you
Passive /25
20% increased maximum Energy Shield
10% faster start of Energy Shield Recharge
+10 to Intelligence
20% increased Attack Damage
30% increased Melee Critical Strike Chance
+10 to Strength and Intelligence
+30 to Intelligence
+30 to Intelligence
+30 to Intelligence
+30 to Intelligence
15% increased Global Accuracy Rating
5% increased Movement Speed
+20 to Dexterity and Intelligence
20% increased maximum Mana
Gain 4 Mana per Enemy Hit with Attacks if you've used a Mana Flask in the past 10 seconds
+20 to Strength and Intelligence
15% increased Damage
Minions deal 15% increased Damage
5% increased Attack and Cast Speed
+10 to Strength and Intelligence
20% increased Armour
10% increased maximum Energy Shield
Regenerate 1% of Life per second
+10 to Strength and Intelligence
20% increased Spell Damage
30% increased Spell Critical Strike Chance
10% increased Light Radius
+10 to Strength and Intelligence
60% increased Critical Strike Chance with Wands
+30% to Critical Strike Multiplier with Wands
+20 to Intelligence
Intelligence provides no inherent bonus to Energy Shield
2% reduced Duration of Elemental Ailments on you per 15 Intelligence
2% reduced Duration of Elemental Ailments on you per 15 Intelligence
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
16% increased Spell Damage
+14 to maximum Energy Shield
25% increased Mana Regeneration Rate
+30 to Intelligence
Mastery: Betrayal
Completing your Maps grants 10 Intelligence for a random Immortal Syndicate Safehouse
(Safehouses which have already been Located can still be randomly selected)
Ascendancy Passive /1
Ascendancy: Inquisitor
Character: Templar
1% increased Critical Strike Chance per point of Strength or Intelligence, whichever is lower
+50 to Strength and Intelligence
Cluster Jewel Passive /4
1% increased Cold Damage per 25 Dexterity
1% increased Cold Damage per 25 Intelligence
1% increased Cold Damage per 25 Strength
5% increased Attack Speed with Two Handed Melee Weapons
15% increased Accuracy Rating with Two Handed Melee Weapons
25% increased Critical Strike Chance with Two Handed Melee Weapons
+15 to Dexterity and Intelligence
15% increased Energy Shield Recharge Rate
Purity of Lightning has 80% increased Mana Reservation Efficiency
+20 to Intelligence
Elevated modifier List /6
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
of Shaping | 68 | (5–8)% increased Intelligence Group: 1252 | (9–12)% increased Intelligence |
of Shaping | 83 | (9–12)% increased Intelligence Group: 1252 | +1 to Level of Socketed Intelligence Gems (9–12)% increased Intelligence |
of the Crusade | 68 | (5–8)% increased Intelligence Group: 1252 | (9–12)% increased Intelligence |
of the Crusade | 75 | (9–12)% increased Intelligence Group: 1252 | +1 to Level of Socketed Intelligence Gems (9–12)% increased Intelligence |
of the Hunt | 68 | (6–8)% increased Intelligence Group: 1252 | (9–10)% increased Intelligence |
of the Hunt | 75 | (9–10)% increased Intelligence Group: 1252 | (11–12)% increased Intelligence |
Skill Gem /1
Name |
---|
Vaal Animate Weapon |
Item mods /24
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Worthy | 36 | Suffix | 18% reduced Attribute Requirements | weapon 1000 body_armour 850 helmet 650 shield 750 gloves 450 boots 550 default 0 |
of the Apt | 60 | Suffix | 32% reduced Attribute Requirements | weapon 1000 body_armour 850 helmet 650 shield 750 gloves 450 boots 550 default 0 |
of Shaping | 68 | Suffix | Items and Gems have (5–10)% reduced Attribute Requirements | amulet_shaper 800 default 0 |
of Shaping | 75 | Suffix | Items and Gems have (11–15)% reduced Attribute Requirements | amulet_shaper 800 default 0 |
of the Hunt | 68 | Suffix | Items and Gems have (5–10)% reduced Attribute Requirements | amulet_basilisk 500 default 0 |
of the Hunt | 75 | Suffix | Items and Gems have (11–15)% reduced Attribute Requirements | amulet_basilisk 500 default 0 |
45 | ScourgeUpside | (12–14)% reduced Attribute Requirements | weapon 500 body_armour 500 helmet 500 shield 500 gloves 500 boots 500 default 0 | |
68 | ScourgeUpside | (15–17)% reduced Attribute Requirements | weapon 500 body_armour 500 helmet 500 shield 500 gloves 500 boots 500 default 0 | |
68 | ScourgeUpside | (18–20)% reduced Attribute Requirements | weapon 500 body_armour 500 helmet 500 shield 500 gloves 500 boots 500 default 0 | |
1 | ScourgeDownside | +(21–30) Strength Requirement | str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 | |
1 | ScourgeDownside | +(36–50) Strength Requirement | str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 | |
45 | ScourgeDownside | +(75–125) Strength Requirement | str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 | |
68 | ScourgeDownside | +(150–200) Strength Requirement | str_armour 1000 str_dex_armour 1000 str_int_armour 1000 str_dex_int_armour 1000 sword 1000 mace 1000 sceptre 1000 staff 1000 axe 1000 default 0 | |
1 | ScourgeDownside | +(21–30) Dexterity Requirement | dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 | |
1 | ScourgeDownside | +(36–50) Dexterity Requirement | dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 | |
45 | ScourgeDownside | +(75–125) Dexterity Requirement | dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 | |
68 | ScourgeDownside | +(150–200) Dexterity Requirement | dex_armour 1000 dex_int_armour 1000 str_dex_armour 1000 str_dex_int_armour 1000 bow 1000 sword 1000 axe 1000 claw 1000 dagger 1000 default 0 | |
1 | ScourgeDownside | +(21–30) Intelligence Requirement | int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 | |
1 | ScourgeDownside | +(36–50) Intelligence Requirement | int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 | |
45 | ScourgeDownside | +(75–125) Intelligence Requirement | int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 | |
68 | ScourgeDownside | +(150–200) Intelligence Requirement | int_armour 1000 str_int_armour 1000 dex_int_armour 1000 str_dex_int_armour 1000 wand 1000 dagger 1000 claw 1000 staff 1000 sceptre 1000 default 0 | |
1 | WeaponTree | 20% reduced Attribute Requirements | fishing_rod 0 default 1000 | |
1 | WeaponTree | 30% reduced Attribute Requirements | fishing_rod 0 default 1000 | |
of Haunting | 50 | Suffix | Has no Attribute Requirements | necropolis_body_armour 500 default 0 |
Unique /31
(20–30)% increased Mana Regeneration Rate
+100 to maximum Mana
(16–24)% increased maximum Mana
(80–100)% increased Mana Regeneration Rate
Items and Gems have 25% reduced Attribute Requirements
(Attributes are Strength, Dexterity, and Intelligence)
15% reduced Enemy Stun Threshold
Trigger a Socketed Lightning Spell on Hit, with a 0.25 second Cooldown
Socketed Lightning Spells have no Cost if Triggered
Socketed Lightning Spells have no Cost if Triggered
+300 Intelligence Requirement
+200 Strength Requirement
(80–120)% increased Physical Damage
(80–100)% increased Lightning Damage
Skills Chain +1 times
30% increased Elemental Damage
+1 to Level of Socketed Gems
60% increased Intelligence Requirement
(80–100)% increased Physical Damage
(10–20)% increased Attack Speed
3% increased Experience gain
20% increased Elemental Damage
30% increased Stun Duration on Enemies
+1 to Level of Socketed Melee Gems
+1 to Level of Socketed Minion Gems
20% reduced Strength Requirement
(200–220)% increased Physical Damage
25% increased maximum Mana
Minions have (20–40)% increased maximum Life
15% increased Skill Effect Duration
+185 to Accuracy Rating
25% increased Strength Requirement
Minions have (30–40)% increased maximum Life
(150–200)% increased Skeleton Duration
Minions deal (30–40)% increased Damage
+1 to maximum number of Raised Zombies
+1 to maximum number of Spectres
+1 to maximum number of Skeletons
+25% Chance to Block Spell Damage while wielding a Staff
40% increased Strength Requirement
+(80–120) to Intelligence
(30–50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
Damage Penetrates 20% Lightning Resistance
100% increased Duration of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
+25% Chance to Block Spell Damage while wielding a Staff
40% increased Strength Requirement
+(80–120) to Intelligence
(30–50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
15% chance to Shock
Damage Penetrates 20% Lightning Resistance
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
30% reduced Strength Requirement
100% increased Rarity of Items found
-10% to Fire Resistance
+(20–30)% to Cold Resistance
(-20–-10)% to Lightning Resistance
20% reduced Movement Speed
+(20–30) to Dexterity
+(40–80) to maximum Life
+(20–40) to maximum Mana
20% reduced Duration of Elemental Ailments on Enemies
Items and Gems have 10% increased Attribute Requirements
Always Freeze, Shock and Ignite
(Attributes are Strength, Dexterity, and Intelligence)
(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)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Trigger Socketed Minion Spells on Kill with this Weapon
Minion Spells Triggered by this Item have a 0.25 second Cooldown with 5 Uses
Minion Spells Triggered by this Item have a 0.25 second Cooldown with 5 Uses
+212 Intelligence Requirement
Adds (50–80) to (130–180) Chaos Damage
(7–12)% increased Attack Speed
+(7–11)% to Chaos Resistance
Minions deal 1% increased Damage per 5 Dexterity
Socketed Gems are Supported by Level 15 Pierce
+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)
500% increased Attribute Requirements
(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)
+475 to Accuracy Rating
Uses both hand slots
Adds (3–6) to (33–66) Physical Damage
(44–66)% increased Critical Strike Chance
33% increased Ignite Duration on Enemies
Gain (66–99)% of Sword Physical Damage as Extra Fire Damage
Gain Her Blessing for 3 seconds when you Ignite an Enemy
33% chance to Blind nearby Enemies when gaining Her Blessing
100% chance to Avoid being Ignited, Chilled or Frozen with Her Blessing
20% increased Attack and Movement Speed with Her Blessing
local level requirement + [-15]
local six linked sockets [1]
use goddess player audio [1]
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
+25% Chance to Block Spell Damage while wielding a Staff
40% increased Strength Requirement
+(80–120) to Intelligence
(30–50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
+5% to maximum Lightning Resistance
Damage Penetrates 20% Lightning Resistance
(Maximum Resistances cannot be raised above 90%)
+25% Chance to Block Spell Damage while wielding a Staff
40% increased Strength Requirement
+(80–120) to Intelligence
(30–50)% increased Lightning Damage
Adds (5–15) to (100–140) Lightning Damage to Spells
+2 to Level of all Lightning Spell Skill Gems
Damage Penetrates 20% Lightning Resistance
+185 to Accuracy Rating
25% increased Strength Requirement
Minions have (30–40)% increased maximum Life
Minions have (80–100)% increased Movement Speed
(150–200)% increased Skeleton Duration
Minions deal (30–40)% increased Damage
+1 to maximum number of Raised Zombies
+1 to maximum number of Spectres
+1 to maximum number of Skeletons
+25% to Global Critical Strike Multiplier
Trigger a Socketed Cold Spell on Melee Critical Strike, with a 0.25 second Cooldown
+257 Intelligence Requirement
No Physical Damage
Adds (80–100) to (160–200) Cold Damage
Adds (40–60) to (90–110) Cold Damage to Spells
(8–14)% increased Attack Speed
60% increased Critical Strike Chance against Chilled Enemies
Sockets cannot be modified
+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)
Sockets cannot be modified
+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)
Corrupted
40% increased Global Accuracy Rating
+100 Strength Requirement
Adds (80–115) to (150–205) Physical Damage
(15–25)% increased Critical Strike Chance
-1 to Maximum Frenzy Charges
10% increased Area of Effect
+50% Global Critical Strike Multiplier while you have no Frenzy Charges
+(400–500) to Accuracy Rating while at Maximum Frenzy Charges
Gems can be Socketed in this Item ignoring Socket Colour
Gems Socketed in Red Sockets have +2 to Level
Gems Socketed in Green Sockets have +30% to Quality
Gems Socketed in Blue Sockets gain 100% increased Experience
Has no Attribute Requirements
local socketed gems in white sockets get nothing [1]
(Attributes are Strength, Dexterity, and Intelligence)
(20–30)% increased Mana Regeneration Rate
Adds (48–53) to (58–60) Chaos Damage
Items and Gems have 50% increased Attribute Requirements
Chaos Damage can Ignite, Chill and Shock
Gain Soul Eater for 20 seconds when you use a Vaal Skill
(Attributes are Strength, Dexterity, and Intelligence)
(While you have Soul Eater, you consume the souls of anything killed nearby, gaining 5% increased Attack and Cast speed for each. You lose 1 soul every 0.5 seconds if you have not gained any souls Recently. Maximum of 45 souls consumed)
[One to three random synthesis implicit modifiers]
+600 Strength and Intelligence Requirement
(180–230)% increased Energy Shield
Action Speed cannot be modified to below Base Value
+10 to maximum Divine Charges
Gain a Divine Charge on Hit
You gain Divinity for 10 seconds on reaching maximum Divine Charges
Lose all Divine Charges when you gain Divinity
Lose all Divine Charges when you gain Divinity
Nearby Allies' Action Speed cannot be modified to below Base Value
Nearby Enemies cannot deal Critical Strikes
Has no Attribute Requirements
Increases and Reductions to Light Radius also apply to Area of Effect at 50% of their value
Increases and Reductions to Light Radius also apply to Damage
(15–25)% increased Light Radius
Deal no Chaos Damage
local unique tabula rasa no requirement or energy shield [1]
(Attributes are Strength, Dexterity, and Intelligence)
Regenerate (1–2)% of Life per second
+100 to maximum Life
(20–25)% increased Life Regeneration rate
Items and Gems have 25% reduced Attribute Requirements
(Attributes are Strength, Dexterity, and Intelligence)
+(8–12)% to all Elemental Resistances
+(500–700) Strength Requirement
(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
800% increased Attribute Requirements
(30–50)% increased Ward
+(15–25)% to all Elemental Resistances
80% less Flask Charges gained from Kills
Flasks gain 1 Charge per second if you've Hit a Unique Enemy Recently
(Attributes are Strength, Dexterity, and Intelligence)
(Recently refers to the past 4 seconds)
+(10–16) to all Attributes
Modifiers to Attributes instead apply to Omniscience
+1% to all Elemental Resistances per 15 Omniscience
Penetrate 1% Elemental Resistances per 15 Omniscience
Attribute Requirements can be satisfied by (15–25)% of Omniscience
+(75–100) Strength Requirement
(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
+100 Strength Requirement
(20–25)% increased Warcry Speed
Life Leech from Exerted Attacks is instant
Non-Exerted Attacks deal no Damage
+(10–16) to all Attributes
+3 to Level of all (1–275) Gems
+(5–10)% to all Elemental Resistances
(5–10)% increased Reservation Efficiency of Skills
Items and Gems have (5–10)% reduced Attribute Requirements
(Attributes are Strength, Dexterity, and Intelligence)
Timeless Jewel Passive /1
Faction | Category | Name | Show Full Descriptions |
---|---|---|---|
Eternal | Keystone | Supreme Ostentation | Ignore Attribute Requirements Gain no inherent bonuses from Attributes Displays of power are not just for show. If you are never truly tested, you may divert those resources elsewhere. Elegant Hubris: Caspiro |
Community Wiki
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Attribute
The three core attributes are Strength, Dexterity, and Intelligence. Most equipment, skill gems, and support gems have attribute requirements. A character must meet or exceed an item's attribute requirements in order to use it.
Each attribute also provides certain inherent bonuses:
Every 10 Strength grants
- An additional 5 maximum life
- 2% increased melee physical damage
Every 10 Dexterity grants
- An additional 20 accuracy rating
- 2% increased evasion rating
Every 10 Intelligence grants
- An additional 5 maximum mana
- 2% increased maximum energy shield
Base Attributes
Main page: Strength
Main page: Dexterity
Main page: Intelligence
Transforming attributes
Converting one attribute to another is called transforming. This can be done on the passive skill tree by socketing certain unique jewels. In a large radius, they will transform one attribute - granted by allocated skills in the area - to another attribute.
From/To | Strength | Dexterity | Intelligence |
---|---|---|---|
Strength | N/A | Fluid Motion | Brute Force Solution |
Dexterity | Inertia | N/A | Fertile Mind |
Intelligence | Efficient Training | Careful Planning | N/A |
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.