Item mods /24
NameLevelPre/SufDescriptionWeight
of the Clouds1Suffix+(1–4) to all Attributes attributeamulet 800
ring 400
default 0
of the Sky11Suffix+(5–8) to all Attributes attributeamulet 800
ring 400
default 0
of the Meteor22Suffix+(9–12) to all Attributes attributeamulet 800
ring 400
default 0
of the Comet33Suffix+(13–16) to all Attributes attributeamulet 800
ring 400
default 0
of the Heavens44Suffix+(17–20) to all Attributes attributeamulet 800
default 0
of the Galaxy55Suffix+(21–24) to all Attributes attributeamulet 800
default 0
of the Universe66Suffix+(25–28) to all Attributes attributeamulet 800
default 0
of the Infinite77Suffix+(29–32) to all Attributes attributeamulet 800
default 0
of the Multiverse85Suffix+(33–35) to all Attributes attributeamulet 800
default 0
of the Elder68Suffix(6–9)% increased Attributes attributebelt_elder 800
default 0
of the Elder75Suffix(10–12)% increased Attributes attributebelt_elder 400
default 0
of Shaping68Suffix(6–9)% increased Attributes attributeamulet_shaper 800
default 0
of the Hunt68Suffix(6–9)% increased Attributes attributebelt_basilisk 500
default 0
of the Hunt75Suffix(10–12)% increased Attributes attributebelt_basilisk 500
default 0
60WeaponTreeRecombinedAdds 2 to 4 Chaos Damage to Attacks with this Weapon per 10 of your lowest Attributeone_hand_weapon 250
default 0
60WeaponTreeRecombinedAdds 3 to 5 Chaos Damage to Attacks with this Weapon per 10 of your lowest Attributetwo_hand_weapon 250
default 0
1WeaponTree4% increased Attributes
8% increased Global Damage
two_hand_weapon 0
attack_dagger 500
mace 500
axe 500
sword 500
claw 500
default 0
45WeaponTree4% increased Attributes
12% increased Global Damage
two_hand_weapon 0
attack_dagger 500
mace 500
axe 500
sword 500
claw 500
default 0
75WeaponTree4% increased Attributes
16% increased Global Damage
two_hand_weapon 0
attack_dagger 250
mace 250
axe 250
sword 250
claw 250
default 0
1WeaponTree6% increased Attributes
15% increased Global Damage
one_hand_weapon 0
attack_staff 500
mace 500
axe 500
sword 500
bow 500
default 0
45WeaponTree6% increased Attributes
20% increased Global Damage
one_hand_weapon 0
attack_staff 500
mace 500
axe 500
sword 500
bow 500
default 0
75WeaponTree6% increased Attributes
25% increased Global Damage
one_hand_weapon 0
attack_staff 250
mace 250
axe 250
sword 250
bow 250
default 0
1WeaponTree10% increased Explicit Attribute Modifier magnitudesfishing_rod 0
default 150
65WeaponTree15% increased Explicit Attribute Modifier magnitudesfishing_rod 0
default 150
Abyss Jewel mods /1
NameLevelPre/SufDescriptionWeight
of Adaption1Suffix+(6–8) to all Attributes attributedefault 250
Cluster Jewel mods /8
NameLevelPre/SufDescriptionWeight
of the Cloud1SuffixAdded Small Passive Skills also grant: +2 to All Attributes attributeexpansion_jewel_large 500
expansion_jewel_medium 500
default 0
of the Sky68SuffixAdded Small Passive Skills also grant: +3 to All Attributes attributeexpansion_jewel_large 400
expansion_jewel_medium 400
default 0
of the Meteor84SuffixAdded Small Passive Skills also grant: +4 to All Attributes attributeexpansion_jewel_large 300
expansion_jewel_medium 300
default 0
of the Cloud1SuffixAdded Small Passive Skills also grant: +2 to All Attributes attributeexpansion_jewel_small 500
default 0
of the Sky68SuffixAdded Small Passive Skills also grant: +3 to All Attributes attributeexpansion_jewel_small 400
default 0
of the Meteor73SuffixAdded Small Passive Skills also grant: +4 to All Attributes attributeexpansion_jewel_small 300
default 0
of the Comet78SuffixAdded Small Passive Skills also grant: +5 to All Attributes attributeexpansion_jewel_small 200
default 0
of the Heavens84SuffixAdded Small Passive Skills also grant: +6 to All Attributes attributeexpansion_jewel_small 100
default 0
Veiled mods /1
NameLevelPre/SufDescriptionWeight
of Hillock60Suffix(7–8)% increased Attributes attributebody_armour 2000
default 0
Crafting Bench /4
ModRequireItemClassesUnlock
+(6–9) to all Attributes3x Orb of ChanceOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · QuiverLabyrinth Trial in The Imperial Gardens
+(10–13) to all Attributes6x Orb of ChanceOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · QuiverLabyrinth Trial in The Tunnel
5% increased Attributes2x Orb of AlchemyBody ArmourBetrayal Unveil
6% increased Attributes4x Chaos OrbBody ArmourBetrayal Unveil
Misc mods /4
NameLevelDomainPre/SufDescriptionWeight
of Adaption1JewelSuffix+(6–8) to all Attributes attributedefault 300
1JewelUnique4% increased Attributes per allocated Keystone attribute
1JewelUnique(5–7)% increased Attributes attribute
1JewelUniqueWhile 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
Fundamental Fossil
Stack Size: 1 / 20
More Attribute modifiers
No Critical modifiers
The Unexpected Prize
Stack Size: 1 / 2
Attribute Transforming Jewel
Corrupted
Intrinsic Catalyst
Stack Size: 1 / 10
Adds quality that enhances Attribute modifiers on a ring, amulet or belt
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
(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)
+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)
+(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%
(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
25% chance to create Profane Ground on Critical
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)
Item mods /93
NameLevelPre/SufDescriptionWeight
of the Brute1Suffix+(8–12) to Strength attributering 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 Wrestler11Suffix+(13–17) to Strength attributering 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 Bear22Suffix+(18–22) to Strength attributering 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 Lion33Suffix+(23–27) to Strength attributering 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 Gorilla44Suffix+(28–32) to Strength attributering 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 Goliath55Suffix+(33–37) to Strength attributering 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 Leviathan66Suffix+(38–42) to Strength attributering 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 Titan74Suffix+(43–50) to Strength attributering 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 Gods82Suffix+(51–55) to Strength attributering 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 Godslayer85Suffix+(56–60) to Strength attributebelt 1000
default 0
Filigree1Prefix(20–40)% increased Fishing Line Strengthfishing_rod 1000
default 0
1Corrupted(4–6)% increased Strength
(4–6)% increased Dexterity
attribute
amulet 1000
ring 1000
belt 1000
default 0
1Corrupted(4–6)% increased Strength
(4–6)% increased Intelligence
attribute
amulet 1000
ring 1000
belt 1000
default 0
of the Elder68Suffix(5–8)% increased Strength attributebody_armour_elder 800
default 0
of the Elder83Suffix(9–12)% increased Strength attributebody_armour_elder 800
default 0
The Elder's80Prefix1% increased Damage per 15 Strength damageamulet_elder 800
default 0
The Shaper's68PrefixAdds (1–2) to (3–4) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attacksword_shaper 200
axe_shaper 200
mace_shaper 200
sceptre_shaper 200
default 0
The Shaper's68PrefixAdds (2–3) to (4–5) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attack2h_sword_shaper 200
2h_axe_shaper 200
2h_mace_shaper 200
staff_shaper 200
warstaff_shaper 200
default 0
The Elder's68Prefix1% increased Spell Damage per 16 Strength damage castersceptre_elder 400
default 0
The Elder's68Prefix1% increased Spell Damage per 10 Strength damage casterattack_staff 0
staff_elder 400
default 0
of the Elder68Suffix3% increased Area of Effect per 50 Strengthmace_elder 1000
default 0
of the Hunt68Suffix(6–8)% increased Strength attributeboots_basilisk 500
default 0
of the Hunt75Suffix(9–10)% increased Strength attributeboots_basilisk 500
default 0
of the Conquest75SuffixGain Accuracy Rating equal to your Strength attackhelmet_adjudicator 500
default 0
of the Conquest68Suffix(5–8)% increased Strength attributebody_armour_adjudicator 500
amulet_adjudicator 500
default 0
of the Conquest75Suffix(9–12)% increased Strength attributebody_armour_adjudicator 500
amulet_adjudicator 500
default 0
Warlord's80Prefix1% increased Damage per 15 Strength damageamulet_adjudicator 500
default 0
Hunter's68PrefixAdds (1–2) to (3–4) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attacksword_basilisk 200
axe_basilisk 200
mace_basilisk 200
sceptre_basilisk 200
default 0
Hunter's68PrefixAdds (2–3) to (4–5) Fire Damage to Attacks with this Weapon per 10 Strength damage elemental fire attack2h_sword_basilisk 200
2h_axe_basilisk 200
2h_mace_basilisk 200
staff_basilisk 200
warstaff_basilisk 200
default 0
Hunter's68Prefix1% increased Spell Damage per 16 Strength damage castersceptre_basilisk 200
default 0
Hunter's68Prefix1% increased Spell Damage per 10 Strength damage casterstaff_basilisk 200
default 0
1ScourgeUpside+(20–23) to Strength attributering 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
45ScourgeUpside+(24–27) to Strength attributering 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
68ScourgeUpside+(28–31) to Strength attributering 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
68ScourgeUpside+(32–35) to Strength attributering 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
68ScourgeUpside(4–5)% increased Strength attributeamulet 200
default 0
68ScourgeUpside(6–7)% increased Strength attributeamulet 200
default 0
1ScourgeUpside+1 to Level of Socketed Strength Gems attribute gemhelmet 200
default 0
1ScourgeUpsideStrength's Damage bonus also applies to Reeling Speed at 20% of its valuefishing_rod 1000
default 0
1ScourgeDownside(30–40)% reduced Fishing Line Strengthfishing_rod 1000
default 0
75BlueImplicit3% increased Damage per 100 Strengthno_tier_6_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit3% increased Damage per 100 Strengthno_tier_5_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit3% increased Damage per 100 Strengthno_tier_4_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit3% increased Damage per 100 Strengthno_tier_3_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit4% increased Damage per 100 Strengthno_tier_2_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit4% increased Damage per 100 Strengthno_tier_1_eldritch_implicit 0
gloves 400
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 4% increased Damage per 100 Strength damageno_tier_5_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 4% increased Damage per 100 Strength damageno_tier_4_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 4% increased Damage per 100 Strength damageno_tier_3_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 5% increased Damage per 100 Strength damageno_tier_2_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 5% increased Damage per 100 Strength damageno_tier_1_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Strength damageno_tier_4_eldritch_implicit 0
gloves 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Strength damageno_tier_3_eldritch_implicit 0
gloves 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Strength damageno_tier_2_eldritch_implicit 0
gloves 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Strength damageno_tier_1_eldritch_implicit 0
gloves 80
default 0
75BlueImplicit1% less Damage Taken per 230 Strengthno_tier_6_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 220 Strengthno_tier_5_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 210 Strengthno_tier_4_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 200 Strengthno_tier_3_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 190 Strengthno_tier_2_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 180 Strengthno_tier_1_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 200 Strengthno_tier_5_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 190 Strengthno_tier_4_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 180 Strengthno_tier_3_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 170 Strengthno_tier_2_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 160 Strengthno_tier_1_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 170 Strengthno_tier_4_eldritch_implicit 0
body_armour 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 160 Strengthno_tier_3_eldritch_implicit 0
body_armour 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 150 Strengthno_tier_2_eldritch_implicit 0
body_armour 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 140 Strengthno_tier_1_eldritch_implicit 0
body_armour 100
default 0
45WeaponTree+1 to Level of Socketed Strength Gemssword 250
axe 250
mace 500
sceptre 250
staff 250
default 0
60WeaponTreeRecombinedAdds 1 to 3 Fire Damage to Attacks with this Weapon per 10 Strengthtwo_hand_weapon 0
sword 500
axe 500
mace 1000
sceptre 500
staff 500
default 0
60WeaponTreeRecombinedAdds 2 to 4 Fire Damage to Attacks with this Weapon per 10 Strengthone_hand_weapon 0
sword 500
axe 500
mace 1000
sceptre 500
staff 500
default 0
1WeaponTree5% increased Strength
+20 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
40WeaponTree5% increased Strength
+30 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
65WeaponTree5% increased Strength
+40 to Armour
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
1WeaponTree+60 to Strength
Gain no inherent bonuses from Strength
two_hand_weapon 0
mace 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree+80 to Strength
Gain no inherent bonuses from Strength
two_hand_weapon 0
mace 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree+90 to Strength
Gain no inherent bonuses from Strength
one_hand_weapon 0
mace 200
two_hand_weapon 500
default 0
1WeaponTree+120 to Strength
Gain no inherent bonuses from Strength
one_hand_weapon 0
mace 200
two_hand_weapon 500
default 0
1WeaponTree4% increased Strength
4% increased Dexterity
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Strength
6% increased Dexterity
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Strength
6% increased Dexterity
two_hand_weapon 500
default 0
1WeaponTree10% increased Strength
10% increased Dexterity
two_hand_weapon 500
default 0
1WeaponTree4% increased Strength
4% increased Intelligence
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Strength
6% increased Intelligence
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Strength
6% increased Intelligence
two_hand_weapon 500
default 0
1WeaponTree10% increased Strength
10% increased Intelligence
two_hand_weapon 500
default 0
1WeaponTree6% chance to deal Double Damage if Strength is below 100mace 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree10% chance to deal Double Damage if Strength is below 100mace 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree12% chance to deal Double Damage if Strength is below 100mace 200
two_hand_weapon 500
default 0
1WeaponTree16% chance to deal Double Damage if Strength is below 100mace 200
two_hand_weapon 500
default 0
1WeaponTree30% increased Fishing Line Strengthfishing_rod 10000
default 0
Monsters mods /1
NameLevelPre/SufDescriptionWeight
1Unique20% increased Physical Weapon Damage per 10 Strength
Abyss Jewel mods /3
NameLevelPre/SufDescriptionWeight
of Strength1Suffix+(12–16) to Strength attributedefault 500
of Athletics1Suffix+(8–10) to Strength and Dexterity attributedefault 500
of Spirit1Suffix+(8–10) to Strength and Intelligence attributedefault 500
Cluster Jewel mods /8
NameLevelPre/SufDescriptionWeight
of the Brute1SuffixAdded Small Passive Skills also grant: +(2–3) to Strength attributeexpansion_jewel_large 500
expansion_jewel_medium 500
default 0
of the Wrestler68SuffixAdded Small Passive Skills also grant: +(4–5) to Strength attributeexpansion_jewel_large 400
expansion_jewel_medium 400
default 0
of the Bear84SuffixAdded Small Passive Skills also grant: +(6–8) to Strength attributeexpansion_jewel_large 300
expansion_jewel_medium 300
default 0
of the Brute1SuffixAdded Small Passive Skills also grant: +(2–3) to Strength attributeexpansion_jewel_small 500
default 0
of the Wrestler68SuffixAdded Small Passive Skills also grant: +(4–5) to Strength attributeexpansion_jewel_small 400
default 0
of the Bear73SuffixAdded Small Passive Skills also grant: +(6–8) to Strength attributeexpansion_jewel_small 300
default 0
of the Lion78SuffixAdded Small Passive Skills also grant: +(9–11) to Strength attributeexpansion_jewel_small 200
default 0
of the Gorilla84SuffixAdded Small Passive Skills also grant: +(12–14) to Strength attributeexpansion_jewel_small 100
default 0
Fossil mods /1
NameLevelPre/SufDescriptionWeight
of the Underground1Suffix+1 to Level of Socketed Strength Gems attribute gemabyss_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
NameLevelPre/SufDescriptionWeight
of the Order60Suffix+(31–35) to Strength and Dexterity attributebody_armour 600
boots 600
gloves 600
helmet 600
amulet 600
ring 600
belt 600
shield 600
quiver 600
default 0
of the Order60Suffix+(31–35) to Strength and Intelligence attributebody_armour 600
boots 600
gloves 600
helmet 600
amulet 600
ring 600
belt 600
shield 600
quiver 600
default 0
of the Order60Suffix+(25–28) to Strength and Intelligence
(28–32)% increased Critical Strike Chance
attack critical attribute
weapon 1000
default 0
of the Order60Suffix+(25–28) to Strength and Dexterity
+(311–350) to Accuracy Rating
attack attribute
weapon 1000
default 0
of the Order60Suffix+(31–35) to Strength
+(15–18)% to Quality
attribute
body_armour 0
shield 0
default 0
of the Order60Suffix+(31–35) to Strength
(21–25)% chance to Avoid being Ignited
attribute
body_armour 1000
shield 1000
default 0
Crafting Bench /16
ModRequireItemClassesUnlock
+(15–20) to Strength1x Orb of AugmentationOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · QuiverDefault
+(21–25) to Strength2x Orb of AlchemyOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · QuiverThe Western Forest
+(26–30) to Strength2x Chaos OrbOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · QuiverGraveyard Map
+(10–15) to Strength and Dexterity6x Orb of AlterationBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(16–20) to Strength and Dexterity2x Orb of AlchemyBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(21–25) to Strength and Dexterity4x Chaos OrbBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(10–15) to Strength and Intelligence6x Orb of AlterationBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(16–20) to Strength and Intelligence2x Orb of AlchemyBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(21–25) to Strength and Intelligence4x Chaos OrbBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(15–19) to Strength and Intelligence
(15–20)% increased Critical Strike Chance
2x Chaos OrbOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(20–24) to Strength and Intelligence
(21–25)% increased Critical Strike Chance
1x Exalted OrbOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(15–19) to Strength and Dexterity
+(161–200) to Accuracy Rating
4x Orb of AlterationOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(20–24) to Strength and Dexterity
+(201–250) to Accuracy Rating
4x Orb of AlchemyOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(10–15) to Strength
(21–25)% chance to Avoid being Ignited
8x Armourer's ScrapBody Armour · ShieldBetrayal Unveil
+(16–20) to Strength
(21–25)% chance to Avoid being Ignited
3x Orb of AlchemyBody Armour · ShieldBetrayal Unveil
+(21–25) to Strength
(21–25)% chance to Avoid being Ignited
4x Chaos OrbBody Armour · ShieldBetrayal Unveil
Misc mods /39
NameLevelDomainPre/SufDescriptionWeight
1JewelUnique(4–6)% increased Strength attribute
of Strength1JewelSuffix+(12–16) to Strength attributenot_str 300
default 500
of Athletics1JewelSuffix+(8–10) to Strength and Dexterity attributenot_int 450
default 250
of Spirit1JewelSuffix+(8–10) to Strength and Intelligence attributenot_dex 450
default 250
1JewelUniqueStrength from Passives in Radius is Transformed to Dexterity
local jewel effect base radius [800]
attribute
1JewelUniqueStrength from Passives in Radius is Transformed to Dexterity
local jewel effect base radius [1500]
attribute
1JewelUniqueIntelligence from Passives in Radius is Transformed to Strength
local jewel effect base radius [800]
attribute
1JewelUniqueIntelligence from Passives in Radius is Transformed to Strength
local jewel effect base radius [1500]
attribute
1JewelUnique+(16–24) to Strength attribute
1JewelUniqueStrength from Passives in Radius is Transformed to Intelligence
local jewel effect base radius [800]
attribute
1JewelUniqueStrength from Passives in Radius is Transformed to Intelligence
local jewel effect base radius [1500]
attribute
1JewelUniqueDexterity from Passives in Radius is Transformed to Strength
local jewel effect base radius [800]
attribute
1JewelUniqueDexterity from Passives in Radius is Transformed to Strength
local jewel effect base radius [1500]
attribute
1JewelUnique3% increased Totem Life per 10 Strength Allocated in Radius
local jewel effect base radius [1500]
resource life
1JewelUniqueDexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus
local jewel effect base radius [1200]
damage physical attack
1JewelUniqueWith 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
1JewelUniqueWith at least 40 Strength in Radius, Heavy Strike has a
20% chance to deal Double Damage
local jewel effect base radius [1200]
damage attack
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith at least 40 Strength in Radius, Ground Slam
has a 50% increased angle
local jewel effect base radius [1200]
attack
1JewelUniqueWith at least 40 Strength in Radius, Ground Slam has a 35% chance
to grant an Endurance Charge when you Stun an Enemy
attack
1JewelUnique+7% to Critical Strike Multiplier per 10 Strength on Unallocated Passives in Radius damage critical
1JewelUnique1% additional Physical Damage Reduction per 10 Strength on Allocated Passives in Radius physical
1JewelUnique-1 Strength per 1 Strength on Allocated Passives in Radius
local jewel effect base radius [1200]
attribute
1JewelUnique2% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius resource life
1JewelUnique3% increased Life Recovery Rate per 10 Strength on Allocated Passives in Radius resource life
1JewelUnique2% reduced Life Recovery Rate per 10 Strength on Unallocated Passives in Radius resource life
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUnique+5 to Strength attribute
1JewelUniqueWith 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
Forceful84SanctumSpecialPrefixAdds 2 to 3 Fire Damage to Attacks per 10 Strength elemental fire attackstr_special_relic 200
default 50
Chieftain's1CharmPrefix(3–5)% increased Strengthstr_animal_charm 1000
default 0
Chieftain's60CharmPrefix(6–8)% increased Strengthstr_animal_charm 500
default 0
of the Inquisitor1CharmSuffix+(20–30) to Strength and Intelligenceint_animal_charm 500
str_animal_charm 500
default 0
of the Inquisitor60CharmSuffix+(31–40) to Strength and Intelligenceint_animal_charm 250
str_animal_charm 250
default 0
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
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
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
(4–6)% increased Strength
(4–6)% increased Dexterity
(10–15)% reduced Intelligence
+(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
With at least 40 Strength in Radius, Ground Slam
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
(8–12)% increased Global Physical Damage
With at least 40 Strength in Radius, Heavy Strike has a
20% chance to deal Double 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)
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
With at least 40 Strength in Radius, 25% of Glacial
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, 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
(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
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
+(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
(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
(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
+(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)
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%
+20% to Off Hand Critical Strike Multiplier per
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
+(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
Trigger Level 20 Tawhoa's Chosen when you Attack with
a Non-Vaal Slam or Strike Skill near an Enemy
+(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
4% increased Attack Speed
+20 to Strength
26% increased Physical Damage
Regenerate 1.8% of Life per second
20% increased Stun Threshold
+20 to Strength
(The Stun Threshold determines how much Damage can Stun something)
10% increased maximum Life
Gain 10 Life per Enemy Killed
+20 to Strength
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)
+20 to maximum Life
10% increased maximum Life
+10 to Strength
+30 to Strength
20% increased Projectile Speed
20% increased Projectile Damage
+20 to Strength
10% increased maximum Energy Shield
10% increased maximum Life
+10 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
+50 to Armour
+20 to Strength
16% increased Physical Damage
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
+40 to Strength
8% increased Strength
Strength's Damage bonus applies to all Spell Damage as well
16% increased Melee Damage
16% increased Armour
+16 to maximum Life
+30 to Strength
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
(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
Exerted Attacks have 8% chance to deal Double Damage
+20 to Strength
6% increased maximum Life
5% increased 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
FactionCategoryShow Full DescriptionsCode
KaruiAttribute
+2 to Strengthkarui_attribute_strength
KaruiNormal
+4 to Strengthkarui_small_strength
KaruiNotable
+20 to Strengthkarui_notable_add_strength
KaruiNotable
5% increased Strengthkarui_notable_add_percent_strength
Elevated modifier List /7
NameLvModsElevated Mods
of the Elder68(5–8)% increased Strength
Group: 1250
(9–12)% increased Strength
of the Elder83(9–12)% increased Strength
Group: 1250
+1 to Level of Socketed Strength Gems
(9–12)% increased Strength
of the Conquest68(5–8)% increased Strength
Group: 1250
(9–12)% increased Strength
of the Conquest75(9–12)% increased Strength
Group: 1250
+1 to Level of Socketed Strength Gems
(9–12)% increased Strength
of the Conquest75Gain 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 Hunt68(6–8)% increased Strength
Group: 1250
(9–10)% increased Strength
of the Hunt75(9–10)% increased Strength
Group: 1250
(11–12)% increased Strength
Item mods /94
NameLevelPre/SufDescriptionWeight
of the Mongoose1Suffix+(8–12) to Dexterity attributering 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 Lynx11Suffix+(13–17) to Dexterity attributering 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 Fox22Suffix+(18–22) to Dexterity attributering 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 Falcon33Suffix+(23–27) to Dexterity attributering 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 Panther44Suffix+(28–32) to Dexterity attributering 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 Leopard55Suffix+(33–37) to Dexterity attributering 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 Jaguar66Suffix+(38–42) to Dexterity attributering 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 Phantom74Suffix+(43–50) to Dexterity attributering 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 Wind82Suffix+(51–55) to Dexterity attributering 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 Blur85Suffix+(56–60) to Dexterity attributegloves 1000
quiver 1000
default 0
1Corrupted(4–6)% increased Dexterity
(4–6)% increased Intelligence
attribute
amulet 1000
ring 1000
belt 1000
default 0
1Corrupted(4–6)% increased Strength
(4–6)% increased Dexterity
attribute
amulet 1000
ring 1000
belt 1000
default 0
of the Elder68Suffix(5–8)% increased Dexterity attributebody_armour_elder 800
default 0
of the Elder83Suffix(9–12)% increased Dexterity attributebody_armour_elder 800
default 0
The Shaper's80Prefix1% increased Damage per 15 Dexterity damageamulet_shaper 800
default 0
The Shaper's68PrefixAdds (1–2) to (3–4) Cold Damage to Attacks with this Weapon per 10 Dexterity damage elemental cold attacksword_shaper 200
axe_shaper 200
claw_shaper 200
dagger_shaper 200
rune_dagger_shaper 200
bow_shaper 200
default 0
The Shaper's68PrefixAdds (2–3) to (4–5) Cold Damage to Attacks with this Weapon per 10 Dexterity damage elemental cold attack2h_sword_shaper 200
2h_axe_shaper 200
default 0
The Elder's68Prefix1% increased Spell Damage per 16 Dexterity damage casterrune_dagger_elder 400
default 0
of the Hunt68Suffix(6–8)% increased Dexterity attributegloves_basilisk 500
default 0
of the Hunt75Suffix(9–10)% increased Dexterity attributegloves_basilisk 500
default 0
of Redemption68Suffix(5–8)% increased Dexterity attributebody_armour_eyrie 500
amulet_eyrie 500
default 0
of Redemption75Suffix(9–12)% increased Dexterity attributebody_armour_eyrie 500
amulet_eyrie 500
default 0
Redeemer's80Prefix1% increased Damage per 15 Dexterity damageamulet_eyrie 500
default 0
Hunter's68PrefixAdds (1–2) to (3–4) Cold Damage to Attacks with this Weapon per 10 Dexterity damage elemental cold attacksword_basilisk 200
axe_basilisk 200
claw_basilisk 200
dagger_basilisk 200
rune_dagger_basilisk 200
bow_basilisk 200
default 0
Hunter's68PrefixAdds (2–3) to (4–5) Cold Damage to Attacks with this Weapon per 10 Dexterity damage elemental cold attack2h_sword_basilisk 200
2h_axe_basilisk 200
default 0
Hunter's68Prefix1% increased Spell Damage per 16 Dexterity damage casterrune_dagger_basilisk 200
default 0
1ScourgeUpside+(20–23) to Dexterity attributering 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
45ScourgeUpside+(24–27) to Dexterity attributering 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
68ScourgeUpside+(28–31) to Dexterity attributering 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
68ScourgeUpside+(32–35) to Dexterity attributering 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
68ScourgeUpside(4–5)% increased Dexterity attributeamulet 200
default 0
68ScourgeUpside(6–7)% increased Dexterity attributeamulet 200
default 0
1ScourgeUpside+1 to Level of Socketed Dexterity Gems attribute gemhelmet 200
default 0
75BlueImplicit3% increased Damage per 100 Dexterityno_tier_6_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit3% increased Damage per 100 Dexterityno_tier_5_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit3% increased Damage per 100 Dexterityno_tier_4_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit3% increased Damage per 100 Dexterityno_tier_3_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit4% increased Damage per 100 Dexterityno_tier_2_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit4% increased Damage per 100 Dexterityno_tier_1_eldritch_implicit 0
gloves 400
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 4% increased Damage per 100 Dexterity damageno_tier_5_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 4% increased Damage per 100 Dexterity damageno_tier_4_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 4% increased Damage per 100 Dexterity damageno_tier_3_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 5% increased Damage per 100 Dexterity damageno_tier_2_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 5% increased Damage per 100 Dexterity damageno_tier_1_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Dexterity damageno_tier_4_eldritch_implicit 0
gloves 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Dexterity damageno_tier_3_eldritch_implicit 0
gloves 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Dexterity damageno_tier_2_eldritch_implicit 0
gloves 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Dexterity damageno_tier_1_eldritch_implicit 0
gloves 80
default 0
75BlueImplicit1% less Damage Taken per 230 Dexterityno_tier_6_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 220 Dexterityno_tier_5_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 210 Dexterityno_tier_4_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 200 Dexterityno_tier_3_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 190 Dexterityno_tier_2_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 180 Dexterityno_tier_1_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 200 Dexterityno_tier_5_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 190 Dexterityno_tier_4_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 180 Dexterityno_tier_3_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 170 Dexterityno_tier_2_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 160 Dexterityno_tier_1_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 170 Dexterityno_tier_4_eldritch_implicit 0
body_armour 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 160 Dexterityno_tier_3_eldritch_implicit 0
body_armour 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 150 Dexterityno_tier_2_eldritch_implicit 0
body_armour 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 140 Dexterityno_tier_1_eldritch_implicit 0
body_armour 100
default 0
45WeaponTree+1 to Level of Socketed Dexterity Gemsdagger 250
claw 250
sword 250
bow 500
axe 250
default 0
60WeaponTreeRecombinedAdds 1 to 3 Cold Damage to Attacks with this Weapon per 10 Dexteritytwo_hand_weapon 0
dagger 500
claw 500
sword 500
bow 1000
axe 500
default 0
60WeaponTreeRecombinedAdds 2 to 4 Cold Damage to Attacks with this Weapon per 10 Dexterityone_hand_weapon 0
dagger 500
claw 500
sword 500
bow 1000
axe 500
default 0
1WeaponTree5% increased Dexterity
+20 to Evasion Rating
str_armour 0
int_armour 0
str_int_armour 0
shield 500
default 0
40WeaponTree5% increased Dexterity
+30 to Evasion Rating
str_armour 0
int_armour 0
str_int_armour 0
shield 500
default 0
65WeaponTree5% increased Dexterity
+40 to Evasion Rating
str_armour 0
int_armour 0
str_int_armour 0
shield 500
default 0
10WeaponTree5% increased Dexterity
+80 to Accuracy Rating
one_hand_weapon 250
default 0
50WeaponTree5% increased Dexterity
+160 to Accuracy Rating
one_hand_weapon 250
default 0
80WeaponTree5% increased Dexterity
+240 to Accuracy Rating
one_hand_weapon 250
default 0
10WeaponTree10% increased Dexterity
+80 to Accuracy Rating
two_hand_weapon 250
default 0
50WeaponTree10% increased Dexterity
+160 to Accuracy Rating
two_hand_weapon 250
default 0
80WeaponTree10% increased Dexterity
+240 to Accuracy Rating
two_hand_weapon 250
default 0
1WeaponTree+60 to Dexterity
Gain no inherent bonuses from Dexterity
one_hand_weapon 500
shield 500
default 0
1WeaponTree+80 to Dexterity
Gain no inherent bonuses from Dexterity
one_hand_weapon 500
shield 500
default 0
1WeaponTree+90 to Dexterity
Gain no inherent bonuses from Dexterity
bow 200
two_hand_weapon 500
default 0
1WeaponTree+120 to Dexterity
Gain no inherent bonuses from Dexterity
bow 200
two_hand_weapon 500
default 0
1WeaponTree4% increased Dexterity
4% increased Intelligence
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Dexterity
6% increased Intelligence
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Dexterity
6% increased Intelligence
two_hand_weapon 500
default 0
1WeaponTree10% increased Dexterity
10% increased Intelligence
two_hand_weapon 500
default 0
1WeaponTree4% increased Strength
4% increased Dexterity
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Strength
6% increased Dexterity
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Strength
6% increased Dexterity
two_hand_weapon 500
default 0
1WeaponTree10% increased Strength
10% increased Dexterity
two_hand_weapon 500
default 0
1WeaponTree8% increased Movement Speed if Dexterity is below 100one_hand_weapon 500
shield 500
default 0
1WeaponTree12% increased Movement Speed if Dexterity is below 100one_hand_weapon 500
shield 500
default 0
1WeaponTree14% increased Movement Speed if Dexterity is below 100bow 200
two_hand_weapon 500
default 0
1WeaponTree20% increased Movement Speed if Dexterity is below 100bow 200
two_hand_weapon 500
default 0
1WeaponTreeVolatile Dead and Cremation Penetrate 2% Fire Resistance per 100 Dexteritytwo_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
1WeaponTreeVolatile Dead and Cremation Penetrate 4% Fire Resistance per 100 Dexterityone_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 Haunting68Suffix+2 to Accuracy Rating per 2 Dexterity attacknecropolis_helmet 100
default 0
Abyss Jewel mods /3
NameLevelPre/SufDescriptionWeight
of Dexterity1Suffix+(12–16) to Dexterity attributedefault 500
of Athletics1Suffix+(8–10) to Strength and Dexterity attributedefault 500
of Cunning1Suffix+(8–10) to Dexterity and Intelligence attributedefault 500
Cluster Jewel mods /8
NameLevelPre/SufDescriptionWeight
of the Mongoose1SuffixAdded Small Passive Skills also grant: +(2–3) to Dexterity attributeexpansion_jewel_large 500
expansion_jewel_medium 500
default 0
of the Lynx68SuffixAdded Small Passive Skills also grant: +(4–5) to Dexterity attributeexpansion_jewel_large 400
expansion_jewel_medium 400
default 0
of the Fox84SuffixAdded Small Passive Skills also grant: +(6–8) to Dexterity attributeexpansion_jewel_large 300
expansion_jewel_medium 300
default 0
of the Mongoose1SuffixAdded Small Passive Skills also grant: +(2–3) to Dexterity attributeexpansion_jewel_small 500
default 0
of the Lynx68SuffixAdded Small Passive Skills also grant: +(4–5) to Dexterity attributeexpansion_jewel_small 400
default 0
of the Fox73SuffixAdded Small Passive Skills also grant: +(6–8) to Dexterity attributeexpansion_jewel_small 300
default 0
of the Falcon78SuffixAdded Small Passive Skills also grant: +(9–11) to Dexterity attributeexpansion_jewel_small 200
default 0
of the Panther84SuffixAdded Small Passive Skills also grant: +(12–14) to Dexterity attributeexpansion_jewel_small 100
default 0
Fossil mods /1
NameLevelPre/SufDescriptionWeight
of the Underground1Suffix+1 to Level of Socketed Dexterity Gems attribute gemabyss_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
NameLevelPre/SufDescriptionWeight
of the Order60Suffix+(31–35) to Strength and Dexterity attributebody_armour 600
boots 600
gloves 600
helmet 600
amulet 600
ring 600
belt 600
shield 600
quiver 600
default 0
of the Order60Suffix+(31–35) to Dexterity and Intelligence attributebody_armour 600
boots 600
gloves 600
helmet 600
amulet 600
ring 600
belt 600
shield 600
quiver 600
default 0
of the Order60Suffix+(25–28) to Dexterity and Intelligence
(18–22)% increased Attack Speed
attack speed attribute
ranged 0
weapon 1000
default 0
of the Order60Suffix+(25–28) to Dexterity and Intelligence
(12–15)% increased Attack Speed
attack speed attribute
wand 1000
bow 1000
default 0
of the Order60Suffix+(25–28) to Strength and Dexterity
+(311–350) to Accuracy Rating
attack attribute
weapon 1000
default 0
of the Order60Suffix+(31–35) to Dexterity
+(15–18)% to Quality
attribute
body_armour 0
shield 0
default 0
of the Order60Suffix+(31–35) to Dexterity
(21–25)% chance to Avoid being Frozen
attribute
body_armour 1000
shield 1000
default 0
Crafting Bench /16
ModRequireItemClassesUnlock
+(15–20) to Dexterity1x Orb of AugmentationOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · QuiverDefault
+(21–25) to Dexterity2x Orb of AlchemyOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · QuiverThe Western Forest
+(26–30) to Dexterity2x Chaos OrbOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · QuiverGraveyard Map
+(10–15) to Strength and Dexterity6x Orb of AlterationBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(16–20) to Strength and Dexterity2x Orb of AlchemyBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(21–25) to Strength and Dexterity4x Chaos OrbBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(10–15) to Dexterity and Intelligence6x Orb of AlterationBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(16–20) to Dexterity and Intelligence2x Orb of AlchemyBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(21–25) to Dexterity and Intelligence4x Chaos OrbBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(15–19) to Dexterity and Intelligence
(8–10)% increased Attack Speed
4x Chaos OrbOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(20–24) to Dexterity and Intelligence
(13–16)% increased Attack Speed
1x Exalted OrbOne Hand Melee · Two Hand MeleeBetrayal Unveil
+(15–19) to Strength and Dexterity
+(161–200) to Accuracy Rating
4x Orb of AlterationOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(20–24) to Strength and Dexterity
+(201–250) to Accuracy Rating
4x Orb of AlchemyOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(10–15) to Dexterity
(21–25)% chance to Avoid being Frozen
8x Armourer's ScrapBody Armour · ShieldBetrayal Unveil
+(16–20) to Dexterity
(21–25)% chance to Avoid being Frozen
3x Orb of AlchemyBody Armour · ShieldBetrayal Unveil
+(21–25) to Dexterity
(21–25)% chance to Avoid being Frozen
4x Chaos OrbBody Armour · ShieldBetrayal Unveil
Misc mods /49
NameLevelDomainPre/SufDescriptionWeight
1JewelUnique+20 to Dexterity attribute
1JewelUnique(4–6)% increased Dexterity attribute
of Dexterity1JewelSuffix+(12–16) to Dexterity attributenot_dex 300
default 500
of Athletics1JewelSuffix+(8–10) to Strength and Dexterity attributenot_int 450
default 250
of Cunning1JewelSuffix+(8–10) to Dexterity and Intelligence attributenot_str 450
default 250
1JewelUniqueStrength from Passives in Radius is Transformed to Dexterity
local jewel effect base radius [800]
attribute
1JewelUniqueStrength from Passives in Radius is Transformed to Dexterity
local jewel effect base radius [1500]
attribute
1JewelUnique+(16–24) to Dexterity attribute
1JewelUniqueDexterity from Passives in Radius is Transformed to Intelligence
local jewel effect base radius [800]
attribute
1JewelUniqueDexterity from Passives in Radius is Transformed to Intelligence
local jewel effect base radius [1500]
attribute
1JewelUniqueIntelligence from Passives in Radius is Transformed to Dexterity
local jewel effect base radius [800]
attribute
1JewelUniqueIntelligence from Passives in Radius is Transformed to Dexterity
local jewel effect base radius [1500]
attribute
1JewelUniqueDexterity from Passives in Radius is Transformed to Strength
local jewel effect base radius [800]
attribute
1JewelUniqueDexterity from Passives in Radius is Transformed to Strength
local jewel effect base radius [1500]
attribute
1JewelUnique1% 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
1JewelUniqueAdds 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
1JewelUniqueDexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus
local jewel effect base radius [1200]
damage physical attack
1JewelUniqueWith at least 40 Dexterity in Radius, Animate Weapon can Animate up to 20 Ranged Weapons
local jewel effect base radius [1200]
1JewelUnique1% 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith at least 40 Dexterity in Radius, Dual Strike Hits Intimidate Enemies for
4 seconds while wielding an Axe
attack
1JewelUniqueWith at least 40 Dexterity in Radius, Dual Strike has (10–15)% increased Attack
Speed while wielding a Claw
attack speed
1JewelUniqueWith at least 40 Dexterity in Radius, Dual Strike has +(20–30)% to Critical Strike
Multiplier while wielding a Dagger
damage attack critical
1JewelUniqueWith at least 40 Dexterity in Radius, Dual Strike deals Splash Damage
to surrounding targets while wielding a Mace
attack
1JewelUniqueWith at least 40 Dexterity in Radius, Dual Strike has (20–30)% increased
Accuracy Rating while wielding a Sword
attack
1JewelUniqueWith 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
1JewelUniqueWith at least 40 Dexterity in Radius, Fire Trap throws up to 1 additional Trap
local jewel effect base radius [1200]
caster
1JewelUniqueWith 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
1JewelUniqueWith at least 40 Dexterity in Radius, Caustic Arrow deals 30% reduced Damage with Hits
local jewel effect base radius [1200]
damage attack
1JewelUniqueWith at least 40 Dexterity in Radius, Caustic Arrow deals 40% increased Damage over Time damage attack
1JewelUniqueWith at least 40 Dexterity in Radius, Caustic Arrow has a 50% chance on Hit to Poison Enemies on Caustic Ground poison chaos attack ailment
1JewelUniqueWith 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
1JewelUnique+15 to Maximum Mana per 10 Dexterity on Unallocated Passives in Radius resource mana
1JewelUnique2% increased Movement Speed per 10 Dexterity on Allocated Passives in Radius speed
1JewelUnique-1 Dexterity per 1 Dexterity on Allocated Passives in Radius
local jewel effect base radius [1200]
attribute
1JewelUnique3% increased Movement Speed per 10 Dexterity on Allocated Passives in Radius speed
1JewelUnique2% reduced Movement Speed per 10 Dexterity on Unallocated Passives in Radius speed
1JewelUnique+125 to Accuracy Rating per 10 Dexterity on Unallocated Passives in Radius attack
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUnique+5 to Dexterity attribute
Skillful84SanctumSpecialPrefixAdds 2 to 3 Cold Damage to Attacks per 10 Dexterity elemental cold attackdex_special_relic 200
default 50
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
(4–6)% increased Strength
(4–6)% increased Dexterity
(10–15)% reduced Intelligence
+(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
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
With at least 40 Dexterity in Radius, Dual Strike has (10–15)% increased Attack
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
With at least 40 Dexterity in Radius, Dual Strike Hits Intimidate Enemies for
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
(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
+(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
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
+(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%
+(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
(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
+(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
20% increased Projectile Speed
20% increased Projectile Damage
+20 to Dexterity
10% increased Attack Speed
10% increased Global Accuracy Rating
Ignore all Movement Penalties from Armour
+20 to Dexterity
+30 to Dexterity
+30 to Dexterity
10% increased Global Accuracy Rating
6% increased Attack and Cast Speed
+20 to Dexterity
+30 to Dexterity
+30 to Dexterity
10% increased Attack Speed
8% increased Cast Speed
+10 to Dexterity and Intelligence
8% increased Attack Speed
15% increased Global Accuracy Rating
+20 to Dexterity
20% increased Damage
20% increased Critical Strike Chance
+10 to Dexterity and Intelligence
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
+100 to Accuracy Rating
16% increased Projectile Damage
+20 to Dexterity
+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
+40 to Dexterity
8% increased Dexterity
Dexterity provides no inherent bonus to Evasion Rating
+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
(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
FactionCategoryShow Full DescriptionsCode
MarakethAttribute
+2 to Dexteritymaraketh_attribute_dex
MarakethNormal
+4 to Dexteritymaraketh_small_dex
MarakethNotable
+20 to Dexteritymaraketh_notable_add_dexterity
MarakethNotable
5% increased Dexteritymaraketh_notable_add_percent_dexterity
Elevated modifier List /6
NameLvModsElevated Mods
of the Elder68(5–8)% increased Dexterity
Group: 1251
(9–12)% increased Dexterity
of the Elder83(9–12)% increased Dexterity
Group: 1251
+1 to Level of Socketed Dexterity Gems
(9–12)% increased Dexterity
of Redemption68(5–8)% increased Dexterity
Group: 1251
(9–12)% increased Dexterity
of Redemption75(9–12)% increased Dexterity
Group: 1251
+1 to Level of Socketed Dexterity Gems
(9–12)% increased Dexterity
of the Hunt68(6–8)% increased Dexterity
Group: 1251
(9–10)% increased Dexterity
of the Hunt75(9–10)% increased Dexterity
Group: 1251
(11–12)% increased Dexterity
Item mods /88
NameLevelPre/SufDescriptionWeight
of the Pupil1Suffix+(8–12) to Intelligence attributering 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 Student11Suffix+(13–17) to Intelligence attributering 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 Prodigy22Suffix+(18–22) to Intelligence attributering 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 Augur33Suffix+(23–27) to Intelligence attributering 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 Philosopher44Suffix+(28–32) to Intelligence attributering 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 Sage55Suffix+(33–37) to Intelligence attributering 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 Savant66Suffix+(38–42) to Intelligence attributering 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 Virtuoso74Suffix+(43–50) to Intelligence attributering 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 Genius82Suffix+(51–55) to Intelligence attributering 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 Polymath85Suffix+(56–60) to Intelligence attributehelmet 1000
default 0
1Corrupted(4–6)% increased Dexterity
(4–6)% increased Intelligence
attribute
amulet 1000
ring 1000
belt 1000
default 0
1Corrupted(4–6)% increased Strength
(4–6)% increased Intelligence
attribute
amulet 1000
ring 1000
belt 1000
default 0
of Shaping68Suffix(5–8)% increased Intelligence attributebody_armour_shaper 800
default 0
of Shaping83Suffix(9–12)% increased Intelligence attributebody_armour_shaper 800
default 0
The Shaper's80Prefix1% increased Damage per 15 Intelligence damageamulet_shaper 800
default 0
The Shaper's68PrefixAdds 1 to (5–6) Lightning Damage to Attacks with this Weapon per 10 Intelligence damage elemental lightning attackclaw_shaper 200
sceptre_shaper 200
dagger_shaper 200
rune_dagger_shaper 200
wand_shaper 200
default 0
The Shaper's68PrefixAdds 1 to (7–8) Lightning Damage to Attacks with this Weapon per 10 Intelligence damage elemental lightning attackstaff_shaper 200
warstaff_shaper 200
default 0
The Elder's68Prefix1% increased Spell Damage per 16 Intelligence damage castersceptre_elder 400
rune_dagger_elder 400
wand_elder 400
default 0
The Elder's68Prefix1% increased Spell Damage per 10 Intelligence damage casterattack_staff 0
staff_elder 400
default 0
of the Hunt68Suffix(6–8)% increased Intelligence attributehelmet_basilisk 500
default 0
of the Hunt75Suffix(9–10)% increased Intelligence attributehelmet_basilisk 500
default 0
of the Crusade68Suffix(5–8)% increased Intelligence attributebody_armour_crusader 500
amulet_crusader 500
default 0
of the Crusade75Suffix(9–12)% increased Intelligence attributebody_armour_crusader 500
amulet_crusader 500
default 0
Crusader's80Prefix1% increased Damage per 15 Intelligence damageamulet_crusader 500
default 0
Hunter's68PrefixAdds 1 to (5–6) Lightning Damage to Attacks with this Weapon per 10 Intelligence damage elemental lightning attackclaw_basilisk 200
dagger_basilisk 200
rune_dagger_basilisk 200
sceptre_basilisk 200
wand_basilisk 200
default 0
Hunter's68PrefixAdds 1 to (7–8) Lightning Damage to Attacks with this Weapon per 10 Intelligence damage elemental lightning attackstaff_basilisk 200
warstaff_basilisk 200
default 0
Hunter's68Prefix1% increased Spell Damage per 16 Intelligence damage castersceptre_basilisk 200
rune_dagger_basilisk 200
wand_basilisk 200
default 0
Hunter's68Prefix1% increased Spell Damage per 10 Intelligence damage casterstaff_basilisk 200
default 0
1ScourgeUpside+(20–23) to Intelligence attributering 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
45ScourgeUpside+(24–27) to Intelligence attributering 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
68ScourgeUpside+(28–31) to Intelligence attributering 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
68ScourgeUpside+(32–35) to Intelligence attributering 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
68ScourgeUpside(4–5)% increased Intelligence attributeamulet 200
default 0
68ScourgeUpside(6–7)% increased Intelligence attributeamulet 200
default 0
1ScourgeUpside+1 to Level of Socketed Intelligence Gems attribute gemhelmet 200
default 0
75BlueImplicit3% increased Damage per 100 Intelligenceno_tier_6_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit3% increased Damage per 100 Intelligenceno_tier_5_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit3% increased Damage per 100 Intelligenceno_tier_4_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit3% increased Damage per 100 Intelligenceno_tier_3_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit4% increased Damage per 100 Intelligenceno_tier_2_eldritch_implicit 0
gloves 400
default 0
75BlueImplicit4% increased Damage per 100 Intelligenceno_tier_1_eldritch_implicit 0
gloves 400
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 4% increased Damage per 100 Intelligence damageno_tier_5_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 4% increased Damage per 100 Intelligence damageno_tier_4_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 4% increased Damage per 100 Intelligence damageno_tier_3_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 5% increased Damage per 100 Intelligence damageno_tier_2_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 5% increased Damage per 100 Intelligence damageno_tier_1_eldritch_implicit 0
gloves 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Intelligence damageno_tier_4_eldritch_implicit 0
gloves 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 5% increased Damage per 100 Intelligence damageno_tier_3_eldritch_implicit 0
gloves 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Intelligence damageno_tier_2_eldritch_implicit 0
gloves 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 6% increased Damage per 100 Intelligence damageno_tier_1_eldritch_implicit 0
gloves 80
default 0
75BlueImplicit1% less Damage Taken per 230 Intelligenceno_tier_6_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 220 Intelligenceno_tier_5_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 210 Intelligenceno_tier_4_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 200 Intelligenceno_tier_3_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 190 Intelligenceno_tier_2_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicit1% less Damage Taken per 180 Intelligenceno_tier_1_eldritch_implicit 0
body_armour 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 200 Intelligenceno_tier_5_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 190 Intelligenceno_tier_4_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 180 Intelligenceno_tier_3_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 170 Intelligenceno_tier_2_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 1% less Damage Taken per 160 Intelligenceno_tier_1_eldritch_implicit 0
body_armour 250
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 170 Intelligenceno_tier_4_eldritch_implicit 0
body_armour 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 160 Intelligenceno_tier_3_eldritch_implicit 0
body_armour 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 150 Intelligenceno_tier_2_eldritch_implicit 0
body_armour 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 140 Intelligenceno_tier_1_eldritch_implicit 0
body_armour 100
default 0
45WeaponTree+1 to Level of Socketed Intelligence Gemswand 500
staff 250
sceptre 250
dagger 250
claw 250
default 0
60WeaponTreeRecombinedAdds 1 to 3 Lightning Damage to Attacks with this Weapon per 10 Intelligencetwo_hand_weapon 0
wand 1000
staff 500
sceptre 500
dagger 500
claw 500
default 0
60WeaponTreeRecombinedAdds 1 to 5 Lightning Damage to Attacks with this Weapon per 10 Intelligenceone_hand_weapon 0
wand 1000
staff 500
sceptre 500
dagger 500
claw 500
default 0
1WeaponTree5% increased Intelligence
+9 to maximum Energy Shield
str_armour 0
dex_armour 0
str_dex_armour 0
shield 500
default 0
40WeaponTree5% increased Intelligence
+12 to maximum Energy Shield
str_armour 0
dex_armour 0
str_dex_armour 0
shield 500
default 0
65WeaponTree5% increased Intelligence
+15 to maximum Energy Shield
str_armour 0
dex_armour 0
str_dex_armour 0
shield 500
default 0
1WeaponTree+60 to Intelligence
Gain no inherent bonuses from Intelligence
wand 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree+80 to Intelligence
Gain no inherent bonuses from Intelligence
wand 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree+90 to Intelligence
Gain no inherent bonuses from Intelligence
two_hand_weapon 500
default 0
1WeaponTree+120 to Intelligence
Gain no inherent bonuses from Intelligence
two_hand_weapon 500
default 0
1WeaponTree4% increased Dexterity
4% increased Intelligence
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Dexterity
6% increased Intelligence
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Dexterity
6% increased Intelligence
two_hand_weapon 500
default 0
1WeaponTree10% increased Dexterity
10% increased Intelligence
two_hand_weapon 500
default 0
1WeaponTree4% increased Strength
4% increased Intelligence
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Strength
6% increased Intelligence
one_hand_weapon 500
shield 500
default 0
1WeaponTree6% increased Strength
6% increased Intelligence
two_hand_weapon 500
default 0
1WeaponTree10% increased Strength
10% increased Intelligence
two_hand_weapon 500
default 0
1WeaponTree14% increased Area of Effect if Intelligence is below 100wand 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree20% increased Area of Effect if Intelligence is below 100wand 200
one_hand_weapon 500
shield 500
default 0
1WeaponTree24% increased Area of Effect if Intelligence is below 100two_hand_weapon 500
default 0
1WeaponTree32% increased Area of Effect if Intelligence is below 100two_hand_weapon 500
default 0
Haunted68Prefix+1 to maximum Mana per 2 Intelligence resource mananecropolis_helmet 100
default 0
Abyss Jewel mods /3
NameLevelPre/SufDescriptionWeight
of Intelligence1Suffix+(12–16) to Intelligence attributedefault 500
of Spirit1Suffix+(8–10) to Strength and Intelligence attributedefault 500
of Cunning1Suffix+(8–10) to Dexterity and Intelligence attributedefault 500
Cluster Jewel mods /8
NameLevelPre/SufDescriptionWeight
of the Pupil1SuffixAdded Small Passive Skills also grant: +(2–3) to Intelligence attributeexpansion_jewel_large 500
expansion_jewel_medium 500
default 0
of the Student68SuffixAdded Small Passive Skills also grant: +(4–5) to Intelligence attributeexpansion_jewel_large 400
expansion_jewel_medium 400
default 0
of the Prodigy84SuffixAdded Small Passive Skills also grant: +(6–8) to Intelligence attributeexpansion_jewel_large 300
expansion_jewel_medium 300
default 0
of the Pupil1SuffixAdded Small Passive Skills also grant: +(2–3) to Intelligence attributeexpansion_jewel_small 500
default 0
of the Student68SuffixAdded Small Passive Skills also grant: +(4–5) to Intelligence attributeexpansion_jewel_small 400
default 0
of the Prodigy73SuffixAdded Small Passive Skills also grant: +(6–8) to Intelligence attributeexpansion_jewel_small 300
default 0
of the Augur78SuffixAdded Small Passive Skills also grant: +(9–11) to Intelligence attributeexpansion_jewel_small 200
default 0
of the Philosopher84SuffixAdded Small Passive Skills also grant: +(12–14) to Intelligence attributeexpansion_jewel_small 100
default 0
Fossil mods /1
NameLevelPre/SufDescriptionWeight
of the Underground1Suffix+1 to Level of Socketed Intelligence Gems attribute gemabyss_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
NameLevelPre/SufDescriptionWeight
of the Order60Suffix+(31–35) to Dexterity and Intelligence attributebody_armour 600
boots 600
gloves 600
helmet 600
amulet 600
ring 600
belt 600
shield 600
quiver 600
default 0
of the Order60Suffix+(31–35) to Strength and Intelligence attributebody_armour 600
boots 600
gloves 600
helmet 600
amulet 600
ring 600
belt 600
shield 600
quiver 600
default 0
of the Order60Suffix+(25–28) to Dexterity and Intelligence
(18–22)% increased Attack Speed
attack speed attribute
ranged 0
weapon 1000
default 0
of the Order60Suffix+(25–28) to Dexterity and Intelligence
(12–15)% increased Attack Speed
attack speed attribute
wand 1000
bow 1000
default 0
of the Order60Suffix+(25–28) to Strength and Intelligence
(28–32)% increased Critical Strike Chance
attack critical attribute
weapon 1000
default 0
of the Order60Suffix+(31–35) to Intelligence
+(15–18)% to Quality
attribute
body_armour 0
shield 0
default 0
of the Order60Suffix+(31–35) to Intelligence
(21–25)% chance to Avoid being Shocked
attribute
body_armour 1000
shield 1000
default 0
Crafting Bench /16
ModRequireItemClassesUnlock
+(15–20) to Intelligence1x Orb of AugmentationOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · QuiverDefault
+(21–25) to Intelligence2x Orb of AlchemyOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · QuiverThe Western Forest
+(26–30) to Intelligence2x Chaos OrbOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · QuiverGraveyard Map
+(10–15) to Dexterity and Intelligence6x Orb of AlterationBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(16–20) to Dexterity and Intelligence2x Orb of AlchemyBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(21–25) to Dexterity and Intelligence4x Chaos OrbBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(10–15) to Strength and Intelligence6x Orb of AlterationBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(16–20) to Strength and Intelligence2x Orb of AlchemyBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(21–25) to Strength and Intelligence4x Chaos OrbBody Armour · Boots · Gloves · Helmet · Shield · Amulet · Belt · Ring · QuiverBetrayal Unveil
+(15–19) to Dexterity and Intelligence
(8–10)% increased Attack Speed
4x Chaos OrbOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(20–24) to Dexterity and Intelligence
(13–16)% increased Attack Speed
1x Exalted OrbOne Hand Melee · Two Hand MeleeBetrayal Unveil
+(15–19) to Strength and Intelligence
(15–20)% increased Critical Strike Chance
2x Chaos OrbOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(20–24) to Strength and Intelligence
(21–25)% increased Critical Strike Chance
1x Exalted OrbOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedBetrayal Unveil
+(10–15) to Intelligence
(21–25)% chance to Avoid being Shocked
8x Armourer's ScrapBody Armour · ShieldBetrayal Unveil
+(16–20) to Intelligence
(21–25)% chance to Avoid being Shocked
3x Orb of AlchemyBody Armour · ShieldBetrayal Unveil
+(21–25) to Intelligence
(21–25)% chance to Avoid being Shocked
4x Chaos OrbBody Armour · ShieldBetrayal Unveil
Misc mods /57
NameLevelDomainPre/SufDescriptionWeight
1JewelUnique+(5–15) to Intelligence attribute
1JewelUnique(10–15)% reduced Intelligence attribute
1JewelUnique(4–6)% increased Intelligence attribute
of Intelligence1JewelSuffix+(12–16) to Intelligence attributenot_int 300
default 500
of Spirit1JewelSuffix+(8–10) to Strength and Intelligence attributenot_dex 450
default 250
of Cunning1JewelSuffix+(8–10) to Dexterity and Intelligence attributenot_str 450
default 250
1JewelUniqueDexterity from Passives in Radius is Transformed to Intelligence
local jewel effect base radius [800]
attribute
1JewelUniqueDexterity from Passives in Radius is Transformed to Intelligence
local jewel effect base radius [1500]
attribute
1JewelUnique+(16–24) to Intelligence attribute
1JewelUniqueIntelligence from Passives in Radius is Transformed to Strength
local jewel effect base radius [800]
attribute
1JewelUniqueIntelligence from Passives in Radius is Transformed to Strength
local jewel effect base radius [1500]
attribute
1JewelUniqueStrength from Passives in Radius is Transformed to Intelligence
local jewel effect base radius [800]
attribute
1JewelUniqueStrength from Passives in Radius is Transformed to Intelligence
local jewel effect base radius [1500]
attribute
1JewelUniqueIntelligence from Passives in Radius is Transformed to Dexterity
local jewel effect base radius [800]
attribute
1JewelUniqueIntelligence from Passives in Radius is Transformed to Dexterity
local jewel effect base radius [1500]
attribute
1JewelUnique5% increased Chaos Damage per 10 Intelligence from Allocated Passives in Radius
local jewel effect base radius [1200]
chaos
1JewelUniqueAdds 1 to Maximum Life per 3 Intelligence Allocated in Radius
local jewel effect base radius [1500]
resource life
1JewelUniqueDexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus
local jewel effect base radius [1200]
damage physical attack
1JewelUniqueFire 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
1JewelUniqueCold 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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]
1JewelUniqueWith 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]
1JewelUniqueWith 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
1JewelUniqueWith at least 40 Intelligence in Radius, 2 additional Spark Projectiles
local jewel effect base radius [1200]
caster
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith at least 40 Intelligence in Radius, 10% of Damage taken Recouped as Mana if you've Warcried Recently
local jewel effect base radius [1200]
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUniqueWith at least 40 Intelligence in Radius, Summon Skeletons can Summon up to 15 Skeleton Mages
local jewel effect base radius [1200]
minion
1JewelUniqueWith 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
1JewelUnique+125 to Accuracy Rating per 10 Intelligence on Unallocated Passives in Radius attack
1JewelUniqueRegenerate 0.4% of Energy Shield per Second for
every 10 Intelligence on Allocated Passives in Radius
defences
1JewelUnique-1 Intelligence per 1 Intelligence on Allocated Passives in Radius
local jewel effect base radius [1200]
attribute
1JewelUnique2% increased Mana Recovery Rate per 10 Intelligence on Allocated Passives in Radius resource mana
1JewelUnique3% increased Mana Recovery Rate per 10 Intelligence on Allocated Passives in Radius resource mana
1JewelUnique2% reduced Mana Recovery Rate per 10 Intelligence on Unallocated Passives in Radius resource mana
1JewelUnique+3% to Damage over Time Multiplier per 10 Intelligence on Unallocated Passives in Radius damage
1JewelUniqueWith 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
1JewelUniqueWith 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
1JewelUnique+5 to Intelligence attribute
1JewelUniqueWith 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
1AtlasPrefix100% increased Intelligence gained from Immortal Syndicate targets encountered in your Maps
3 uses remaining
unique_map 0
no_monster_packs 0
default 50
1AtlasPrefix100% increased Intelligence gained from Immortal Syndicate targets encountered in your Maps
15 uses remaining
unique_map 0
no_monster_packs 0
default 50
1MapDeviceUnique150% increased Intelligence gained from Immortal Syndicate targets
Genius84SanctumSpecialPrefixAdds 1 to 4 Lightning Damage to Attacks per 10 Intelligence elemental lightning attackint_special_relic 200
default 50
of the Inquisitor1CharmSuffix+(20–30) to Strength and Intelligenceint_animal_charm 500
str_animal_charm 500
default 0
of the Inquisitor60CharmSuffix+(31–40) to Strength and Intelligenceint_animal_charm 250
str_animal_charm 250
default 0
Item /4
Betrayal Scarab of Intelligence
Stack Size: 1 / 20
Limit: 1
150% Increased Intelligence gained from
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: Regenerate 6% of Energy Shield per second
Right ring slot: +250 to maximum Mana
Left ring slot: Regenerate 40 Mana per Second
Right ring slot: You cannot Regenerate Mana
Left ring slot: You cannot Recharge or Regenerate Energy Shield
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
(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
(4–6)% increased Strength
(4–6)% increased Dexterity
(10–15)% reduced Intelligence
+(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
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
(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
With at least 40 Intelligence in Radius, Raised Zombies' Slam
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
(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
(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
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
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
+(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
(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%
(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
(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
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
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
Passive /25
20% increased maximum Mana
20% increased Mana Regeneration Rate
+20 to Intelligence
16% increased maximum Mana
30% increased Mana Regeneration Rate
+20 to Intelligence
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
+20 to maximum Energy Shield
+20 to maximum Mana
+20 to Intelligence
20% increased Spell Damage
5% increased Cast Speed
+20 to Intelligence
+30 to Intelligence
+30 to Intelligence
+30 to Intelligence
10% increased Attack Speed
8% increased Cast Speed
+10 to Dexterity and Intelligence
20% increased Damage
20% increased Critical Strike Chance
+10 to Dexterity and Intelligence
15% increased Global Accuracy Rating
5% increased Movement Speed
+20 to Dexterity and Intelligence
12% increased Damage
20% increased Mana Regeneration Rate
+20 to 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
16% increased Spell Damage
+20 to maximum Mana
+20 to 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
30% increased maximum Mana
Regenerate 5 Mana per second
+10 to Intelligence
+40 to Intelligence
8% increased 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
(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
8% increased maximum Mana
5% increased Intelligence
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
NameLvModsElevated Mods
of Shaping68(5–8)% increased Intelligence
Group: 1252
(9–12)% increased Intelligence
of Shaping83(9–12)% increased Intelligence
Group: 1252
+1 to Level of Socketed Intelligence Gems
(9–12)% increased Intelligence
of the Crusade68(5–8)% increased Intelligence
Group: 1252
(9–12)% increased Intelligence
of the Crusade75(9–12)% increased Intelligence
Group: 1252
+1 to Level of Socketed Intelligence Gems
(9–12)% increased Intelligence
of the Hunt68(6–8)% increased Intelligence
Group: 1252
(9–10)% increased Intelligence
of the Hunt75(9–10)% increased Intelligence
Group: 1252
(11–12)% increased Intelligence
Skill Gem /1
Item mods /24
NameLevelPre/SufDescriptionWeight
of the Worthy36Suffix18% reduced Attribute Requirementsweapon 1000
body_armour 850
helmet 650
shield 750
gloves 450
boots 550
default 0
of the Apt60Suffix32% reduced Attribute Requirementsweapon 1000
body_armour 850
helmet 650
shield 750
gloves 450
boots 550
default 0
of Shaping68SuffixItems and Gems have (5–10)% reduced Attribute Requirementsamulet_shaper 800
default 0
of Shaping75SuffixItems and Gems have (11–15)% reduced Attribute Requirementsamulet_shaper 800
default 0
of the Hunt68SuffixItems and Gems have (5–10)% reduced Attribute Requirementsamulet_basilisk 500
default 0
of the Hunt75SuffixItems and Gems have (11–15)% reduced Attribute Requirementsamulet_basilisk 500
default 0
45ScourgeUpside(12–14)% reduced Attribute Requirementsweapon 500
body_armour 500
helmet 500
shield 500
gloves 500
boots 500
default 0
68ScourgeUpside(15–17)% reduced Attribute Requirementsweapon 500
body_armour 500
helmet 500
shield 500
gloves 500
boots 500
default 0
68ScourgeUpside(18–20)% reduced Attribute Requirementsweapon 500
body_armour 500
helmet 500
shield 500
gloves 500
boots 500
default 0
1ScourgeDownside+(21–30) Strength Requirementstr_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
1ScourgeDownside+(36–50) Strength Requirementstr_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
45ScourgeDownside+(75–125) Strength Requirementstr_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
68ScourgeDownside+(150–200) Strength Requirementstr_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
1ScourgeDownside+(21–30) Dexterity Requirementdex_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
1ScourgeDownside+(36–50) Dexterity Requirementdex_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
45ScourgeDownside+(75–125) Dexterity Requirementdex_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
68ScourgeDownside+(150–200) Dexterity Requirementdex_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
1ScourgeDownside+(21–30) Intelligence Requirementint_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
1ScourgeDownside+(36–50) Intelligence Requirementint_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
45ScourgeDownside+(75–125) Intelligence Requirementint_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
68ScourgeDownside+(150–200) Intelligence Requirementint_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
1WeaponTree20% reduced Attribute Requirementsfishing_rod 0
default 1000
1WeaponTree30% reduced Attribute Requirementsfishing_rod 0
default 1000
of Haunting50SuffixHas no Attribute Requirementsnecropolis_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
+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
+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
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
FactionCategoryNameShow Full Descriptions
EternalKeystoneSupreme 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

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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.

Attribute-transforming jewels

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

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