Skill Gem /114
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.
Launches a series of fireballs in a spiral around the caster.
A circle of ice expands from the caster.
A circle of ice expands from the caster. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay.
A circle of ice expands from the caster.
A chilling circle of ice expands from the caster, repeating from every enemy it hits.
Jump through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff.
Jump a short distance through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff.
Repeatedly swings a two handed melee weapon in a circle, knocking back monsters away from the character.
Performs two fast strikes with a melee weapon.
Performs two fast strikes with a melee weapon, each of which summons a double of you for a duration to continuously attack monsters in this fashion.
Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. Requires a One Handed Axe or One Handed Sword.
Each attack with a melee weapon will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Fires a projectile with a wand or bow that deals fire, cold and lightning damage. If the projectile hits an enemy, it will deal damage in an area around them.
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected.
Targets a corpse, causing it to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. Cannot target corpses that have been created by skills.
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. This will continue to target other corpses in the area, with a shorter delay between each one, until it runs out of corpses or has destroyed 8 corpses. Cannot be supported by Spell Cascade.
Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. This will continue to target other corpses in the area, with an increasing delay between each one, until it runs out of corpses or has destroyed 22 corpses.
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which detonates after a duration, dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Corpses near the targeted location explode, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Creates a sudden burst of cold in a targeted area, damaging enemies. Also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
Creates a sudden burst of cold in a targeted area, damaging enemies. The cooldown can be bypassed by expending a Power Charge.
Creates a sudden burst of cold around you, damaging enemies. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area.
Engulfs you in magical fire that rapidly burns you and nearby enemies. Your spell damage is substantially increased while under this effect. The effect ends when you have 1 life remaining.
Engulfs you in magical fire that rapidly burns you and nearby enemies. Your cast speed is substantially increased while under this effect. The effect ends when you have 1 life remaining. Requires mana.
Sacrifices a portion of your Life and Energy Shield to engulf you in magical fire that rapidly burns nearby enemies for a duration. Your spell damage is increased while under this effect.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Discharge all the character's charges to deal elemental damage to all nearby monsters.
Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed to damage that and other surrounding enemies. Enemies with either debuff explode when they die, damaging other surrounding enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Attacks with your weapon, applying a charged debuff to you the first time you hit an enemy with this skill. Upon reaching 6 charges, or charges expiring, the charged debuff is removed to damage nearby enemies. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Curses a single enemy, giving a chance to double the duration of stuns on them. Attacking the cursed enemy will leech life and mana, stunning them will grant rage, and killing it will grant an endurance charge. You can only have one Mark at a time.
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
A large flaming bolt falls towards the targeted area. The bolt explodes when landing, dealing damage to nearby enemies.
Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Summons a totem that shakes the earth around it, knocking back and damaging nearby enemies
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target.
Fires a piercing arrow that converts some physical damage to cold on its target and converts all physical damage to cold in two cones perpendicular to the target.
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
Repeatedly attacks a large area in different directions. Each Vaal Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
Fires a slow-moving projectile that damages each enemy in an area around it repeatedly with bolts of lightning.
Fires a single projectile which moves in a spiral while damaging each enemy in an area around it repeatedly with bolts of lightning.
Creates a ball of lightning at a location that damages each enemy in an area around it repeatedly with bolts of lightning. Cannot be supported by Spell Echo or used by Totems.
Grants a buff adding cold damage to spells and attacks. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. This damage is not affected by modifiers to spell damage.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you.
While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a growing semicircular area in front of you.
Fires a projectile from a Wand that causes a series of area explosions in a secondary radius around its point of impact, each damaging enemies.
Fires a projectile from a Wand that causes a series of area explosions in a secondary radius around its point of impact, each damaging enemies.
Retaliate against a blocked hit with a hail of blades that rains down in front of you, repeatedly dealing the damage of both your weapons combined. Requires Dual Wielding Melee Weapons.
Retaliate against a blocked hit with an arcing slash that releases two waves of force. Enemies close in front of you can be hit by both waves. Requires a Sword or Axe and a Shield.
Retaliate against a blocked hit with a sweep of your Shield, unleashing a wave of ice in a cone in front of you.
Retaliate against a blocked hit by calling forth a huge armoured fist to slam into the ground in front of you as you do the same, dealing weapon damage in an area.
Retaliate against a blocked hit with a surge of divine power, causing multiple waves of lightning bursts to expand outward from a targeted location. This skill cannot be Triggered or used by Totems, Traps, or Mines.
Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
Slam the ground, damaging enemies in an area. Slams with main hand weapon deal more damage. Slams with off hand weapon have larger area of effect. Requires dual-wielding Swords, Maces, Sceptres, or Axes to use.
Throws a trap that creates a series of icy runic explosions when triggered, dealing cold damage to all enemies caught in the blasts.
Throws a trap that creates a series of icy runic explosions in a circle around itself when triggered, dealing cold damage to all enemies caught in the blasts.
Fires a single arrow up in the air, to rain down at a targeted location. The arrow deals area damage around where it lands, as well as releasing a wave of fire which will apply a burning debuff to enemies. The impact of the arrow will also inflict this debuff.
Once activated, continuously spends mana to cause volleys of ethereal weapons rain from the sky around you, dealing damage to enemies they impact. Each Blade will target a separate enemy in the volley area if possible. Each enemy can only be hit once by each volley, even if multiple blades land near them. This skill cannot be triggered or used by Totems, Traps, or Mines.
Creates a crystal that pulses with cold for a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life regeneration rate, and also inflicts Cold Exposure. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing cold damage to enemies around it.
Creates a crystal which lasts for a duration. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it.
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies.
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies, but each time it spreads, it only deals three quarters as much damage as before.
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy is hit while affected by Contagion, the debuff spreads to other enemies.
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it.
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them.
Throws a trap that creates an explosion when triggered, dealing spell damage in an area around it. A number of smaller explosions occur within a secondary area around the trap in quick succession after the first.
Throws a trap that creates an explosion when triggered, dealing spell damage in an area around it. A number of smaller explosions occur within a secondary area around the trap in quick succession after the first.
Throws a trap that creates a large explosion when triggered, dealing spell damage in an area around it.
Performs a melee attack, and causes lightning to strike a nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Performs a melee attack, and causes lightning to strike nearby enemies, dealing damage in an area. Each target can only be hit once by this skill. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.
Creates a magical brand which can attach to a nearby enemy. It activates once, causing a fiery meteor to fall from the sky, then is destroyed.
Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, causing a fiery meteor to fall from the sky. The brand will detach if the enemy dies.
Recall your brands to you, detaching them from enemies and increasing attachment range until they next attach to an enemy. Spends a portion of each recalled brand's cost to cause it to activate.
Applies a debuff to enemies in an area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
Applies a debuff to enemies in a small area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
Smash the ground to bring forth multiple spikes from the ground in sequence, able to hit enemies multiple times. Requires a Sword or Axe.
Buffs you, and affects nearby enemies with an aura, differently depending on your stance. Both stances are more impactful against enemies closer to you. Using the skill again alternates between Blood Stance and Sand Stance.
Summons a Carrion Golem that grants added physical damage for your non-golem minions. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
Summon a Chilling Skitterbot and a Shocking Skitterbot, which will trigger your traps and detonate your mines. Mines detonated by Skitterbots will re-arm and can then be detonated again. The Skitterbots grant you more trap and mine damage, and cannot be targeted or damaged.
Deals spell damage in a targeted area. Each time this spell deals damage, it will detonate any of your Lingering Blades it touches, dealing damage again in an area around them. Up to 50 Blades can be detonated this way.
Deals spell damage in an area around you. If you have Blade Vortex blades orbiting you, it will detonate each of them in turn, dealing damage again in an area around you for each one.
Deals spell damage in an area around you. Your equipped daggers add to this damage.
Reserves mana based on the supported spells to cause those spells to trigger when you fire projectiles from a wand attack.
Performs a warcry, taunting nearby enemies to attack the user, and summoning Mirage Warriors from nearby corpses. The Mirage Warriors each use a linked attack skill once before dissipating.
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Projectiles from this skill cannot return. Requires a Sword or Axe.
Consume Steel Shards to fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Projectiles from this skill cannot return. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removing the Hex. If the enemy was Hexed, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removing the Hex. If the enemy was Hexed, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
Deals chaos damage to a single enemy. If the enemy was Hexed, also deals area damage to other enemies around the target.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Spin with a sword or axe to deal damage in an area around you. Sacrifices some rage to send a ragestorm forward. While enemies are inside it, the ragestorm will slow its movement and repeatedly deal attack damage based on your attack speed.
Spin with a sword or axe to deal damage in an area around you. If you have at least 10 rage, create a ragestorm attached to you that repeatedly deals attack damage to enemies inside based on your attack speed. The ragestorm consumes rage at an accelerating rate, and ends if you run out.
Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw or One Handed Sword around it in circles, each repeatedly damaging enemies it spins through.
Throws a trap which, once triggered, swings two copies of your equipped Two Handed Sword around it in circles for a duration, each repeatedly damaging enemies it spins through
Throws a trap which, once triggered, swings two copies of your equipped Dagger, Claw, One Handed Sword or One Handed Axe around it in a circle, each damaging enemies it spins through.
Summons a powerful Reaper which uses a variety of slashing area attacks. The Reaper's presence weakens your other minions, and it will consume them to temporarily empower and heal itself. Using this skill while the Reaper is already summoned causes it to dash to the targeted location and perform a powerful attack.
Summons a powerful Reaper which passively follows you without attacking enemies. The Reaper's presence weakens your other minions, and it will consume them to temporarily empower and heal itself. Using this skill while the Reaper is already summoned causes it to dash to the targeted location and perform a powerful attack. Cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines.
Throws a bottle that explodes to deal unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
Throws a bottle that explodes to deal unarmed attack damage in an area. Can consume charges from your Ruby, Sapphire, and Topaz flasks to add further damage. Requires an empty main hand, and no off-hand weapon.
Throws a bottle that explodes to deal unarmed attack damage in an area and has a chance to poison. Can consume charges from a Life flask to add further damage. Requires an empty main hand, and no off-hand weapon.
Throws a single bottle that releases a burst when it hits the ground, dealing unarmed attack damage in an area with a chance to poison. The skill chains, bouncing randomly to deal damage multiple times. Can consume charges from a Life flask to add further damage. Requires an empty main hand, and no off-hand weapon.
Lightning strikes all Shocked enemies around a targeted location, then removes Shock from those enemies. Shocks cannot expire on enemies in range while casting this spell. Cannot be supported by Spell Cascade or Unleash.
Lightning strikes a number of enemies around a targeted location. Cannot be supported by Spell Cascade.
Calls lightning down to infuse your weapon, then performs a melee attack and causes lightning to strike nearby enemies, dealing damage in an area. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target. When you use this skill, it summons a squad of Mirage Sharpshooters for a duration. Cannot be used by Totems, Traps, or Mines.
A fixed number of flaming bolts rain down in a spiral, culminating in the central one impacting the targeted location. They explode when landing, dealing damage to nearby enemies and leaving burning ground, which deals fire damage over time.
Skill Gem Quality /51
(0–40)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
Minions have (0–40)% increased Cooldown Recovery Rate
Minions have (0–40)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
(0–20)% increased Skill Effect Duration(0–20)% increased Cooldown Recovery Rate
(0–20)% increased Skill Effect Duration(0–20)% increased Cooldown Recovery Rate
Minions have (0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
Minions have (0–40)% increased Cooldown Recovery Rate
Minions have (0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
Minions have (0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–10)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
Minions have (0–40)% increased Cooldown Recovery Rate
Minions have (0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
Minions have (0–20)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
(0–10)% increased Cooldown Recovery Rate
(0–10)% increased Cooldown Recovery Rate
(0–10)% increased Cooldown Recovery Rate
(0–10)% increased Cooldown Recovery Rate
(0–10)% increased Cooldown Recovery Rate
Minions have (0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
Minions have (0–40)% increased Cooldown Recovery Rate
Minions have (0–40)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
(0–40)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
(0–20)% increased Cooldown Recovery Rate
Support Gem /6
Supports attack skills.
Supports spell skills that you cast yourself. Cannot support triggered skills, Vaal skills, instant skills, channelling skills, skills with a reservation or which create minions, or skills used by totems, traps, or mines.
Supports hex curse skills, turning them into auras that will apply their effect to all enemies in an area around you.
Must support both a skill that hits enemies, and a hex curse skill to work. The hex will be applied when enemies are hit by the other skill. Cannot support totems, traps, or mines. Minions cannot apply hexes this way.
Supports any skill that hits or burns enemies, or inflicts elemental ailments.
Supports attack skills that use bows or wands and fire projectiles ahead. Instead of using that skill, you will throw mines that will use the skill for you when you detonate them, targeting your location. Mines cannot use channelling skills.
Support Gem Quality /3
Supported Skills have (0–5)% increased Cooldown Recovery Rate
Supported Skills have (0–10)% increased Cooldown Recovery Rate
Supported Skills have (0–10)% more Cooldown Recovery Rate
Item mods /133
NameLevelPre/SufDescriptionWeight
of Shaping80Suffix(10–15)% increased Cooldown Recovery Rateboots_shaper 500
default 0
of Shaping75Suffix(10–15)% increased Cooldown Recovery Ratebelt_shaper 800
default 0
of Shaping84Suffix(16–20)% increased Cooldown Recovery Ratebelt_shaper 800
default 0
of the Crusade75Suffix(6–10)% increased Cooldown Recovery Rateboots_crusader 500
default 0
of the Crusade80Suffix(11–15)% increased Cooldown Recovery Rateboots_crusader 500
default 0
of the Crusade75Suffix(10–15)% increased Cooldown Recovery Ratebelt_crusader 250
default 0
of the Crusade84Suffix(16–20)% increased Cooldown Recovery Ratebelt_crusader 250
default 0
of the Hunt68Suffix(17–21)% increased Warcry Cooldown Recovery Rateaxe_basilisk 500
default 0
of the Hunt73Suffix(22–25)% increased Warcry Cooldown Recovery Rateaxe_basilisk 500
default 0
of the Hunt68Suffix(35–40)% increased Warcry Cooldown Recovery Rate2h_sword_basilisk 500
2h_axe_basilisk 500
2h_mace_basilisk 500
shield_basilisk 500
default 0
of the Hunt73Suffix(41–45)% increased Warcry Cooldown Recovery Rate2h_sword_basilisk 500
2h_axe_basilisk 500
2h_mace_basilisk 500
shield_basilisk 500
default 0
68ScourgeUpsideGuard Skills have (14–16)% increased Cooldown Recovery Ratebelt 500
default 0
68ScourgeUpsideGuard Skills have (17–19)% increased Cooldown Recovery Ratebelt 500
default 0
68ScourgeUpside(3–4)% increased Cooldown Recovery Ratebelt 200
default 0
68ScourgeUpside(5–6)% increased Cooldown Recovery Ratebelt 200
default 0
68ScourgeDownside(12–16)% reduced Cooldown Recovery Ratebelt 500
default 0
75BlueImplicit(15–17)% increased Cooldown Recovery Rate of Travel Skillsno_tier_6_eldritch_implicit 0
boots 700
default 0
75BlueImplicit(18–20)% increased Cooldown Recovery Rate of Travel Skillsno_tier_5_eldritch_implicit 0
boots 700
default 0
75BlueImplicit(21–23)% increased Cooldown Recovery Rate of Travel Skillsno_tier_4_eldritch_implicit 0
boots 700
default 0
75BlueImplicit(24–26)% increased Cooldown Recovery Rate of Travel Skillsno_tier_3_eldritch_implicit 0
boots 700
default 0
75BlueImplicit(27–29)% increased Cooldown Recovery Rate of Travel Skillsno_tier_2_eldritch_implicit 0
boots 700
default 0
75BlueImplicit(30–32)% increased Cooldown Recovery Rate of Travel Skillsno_tier_1_eldritch_implicit 0
boots 700
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (27–29)% increased Cooldown Recovery Rate of Travel Skillsno_tier_5_eldritch_implicit 0
boots 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (30–32)% increased Cooldown Recovery Rate of Travel Skillsno_tier_4_eldritch_implicit 0
boots 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (33–35)% increased Cooldown Recovery Rate of Travel Skillsno_tier_3_eldritch_implicit 0
boots 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (36–38)% increased Cooldown Recovery Rate of Travel Skillsno_tier_2_eldritch_implicit 0
boots 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (39–41)% increased Cooldown Recovery Rate of Travel Skillsno_tier_1_eldritch_implicit 0
boots 350
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (39–41)% increased Cooldown Recovery Rate of Travel Skillsno_tier_4_eldritch_implicit 0
boots 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (42–44)% increased Cooldown Recovery Rate of Travel Skillsno_tier_3_eldritch_implicit 0
boots 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (45–47)% increased Cooldown Recovery Rate of Travel Skillsno_tier_2_eldritch_implicit 0
boots 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (48–50)% increased Cooldown Recovery Rate of Travel Skillsno_tier_1_eldritch_implicit 0
boots 140
default 0
75BlueImplicitEnduring Cry has (15–17)% increased Cooldown Recovery Rateno_tier_6_eldritch_implicit 0
boots 300
default 0
75BlueImplicitEnduring Cry has (18–20)% increased Cooldown Recovery Rateno_tier_5_eldritch_implicit 0
boots 300
default 0
75BlueImplicitEnduring Cry has (21–23)% increased Cooldown Recovery Rateno_tier_4_eldritch_implicit 0
boots 300
default 0
75BlueImplicitEnduring Cry has (24–26)% increased Cooldown Recovery Rateno_tier_3_eldritch_implicit 0
boots 300
default 0
75BlueImplicitEnduring Cry has (27–29)% increased Cooldown Recovery Rateno_tier_2_eldritch_implicit 0
boots 300
default 0
75BlueImplicitEnduring Cry has (30–32)% increased Cooldown Recovery Rateno_tier_1_eldritch_implicit 0
boots 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Enduring Cry has (27–29)% increased Cooldown Recovery Rateno_tier_5_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Enduring Cry has (30–32)% increased Cooldown Recovery Rateno_tier_4_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Enduring Cry has (33–35)% increased Cooldown Recovery Rateno_tier_3_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Enduring Cry has (36–38)% increased Cooldown Recovery Rateno_tier_2_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Enduring Cry has (39–41)% increased Cooldown Recovery Rateno_tier_1_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Enduring Cry has (39–41)% increased Cooldown Recovery Rateno_tier_4_eldritch_implicit 0
boots 60
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Enduring Cry has (42–44)% increased Cooldown Recovery Rateno_tier_3_eldritch_implicit 0
boots 60
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Enduring Cry has (45–47)% increased Cooldown Recovery Rateno_tier_2_eldritch_implicit 0
boots 60
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Enduring Cry has (48–50)% increased Cooldown Recovery Rateno_tier_1_eldritch_implicit 0
boots 60
default 0
75BlueImplicitIntimidating Cry has (15–17)% increased Cooldown Recovery Rateno_tier_6_eldritch_implicit 0
boots 300
default 0
75BlueImplicitIntimidating Cry has (18–20)% increased Cooldown Recovery Rateno_tier_5_eldritch_implicit 0
boots 300
default 0
75BlueImplicitIntimidating Cry has (21–23)% increased Cooldown Recovery Rateno_tier_4_eldritch_implicit 0
boots 300
default 0
75BlueImplicitIntimidating Cry has (24–26)% increased Cooldown Recovery Rateno_tier_3_eldritch_implicit 0
boots 300
default 0
75BlueImplicitIntimidating Cry has (27–29)% increased Cooldown Recovery Rateno_tier_2_eldritch_implicit 0
boots 300
default 0
75BlueImplicitIntimidating Cry has (30–32)% increased Cooldown Recovery Rateno_tier_1_eldritch_implicit 0
boots 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Intimidating Cry has (27–29)% increased Cooldown Recovery Rateno_tier_5_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Intimidating Cry has (30–32)% increased Cooldown Recovery Rateno_tier_4_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Intimidating Cry has (33–35)% increased Cooldown Recovery Rateno_tier_3_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Intimidating Cry has (36–38)% increased Cooldown Recovery Rateno_tier_2_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, Intimidating Cry has (39–41)% increased Cooldown Recovery Rateno_tier_1_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Intimidating Cry has (39–41)% increased Cooldown Recovery Rateno_tier_4_eldritch_implicit 0
boots 60
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Intimidating Cry has (42–44)% increased Cooldown Recovery Rateno_tier_3_eldritch_implicit 0
boots 60
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Intimidating Cry has (45–47)% increased Cooldown Recovery Rateno_tier_2_eldritch_implicit 0
boots 60
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Intimidating Cry has (48–50)% increased Cooldown Recovery Rateno_tier_1_eldritch_implicit 0
boots 60
default 0
75BlueImplicitGeneral's Cry has (15–17)% increased Cooldown Recovery Rateno_tier_6_eldritch_implicit 0
boots 300
default 0
75BlueImplicitGeneral's Cry has (18–20)% increased Cooldown Recovery Rateno_tier_5_eldritch_implicit 0
boots 300
default 0
75BlueImplicitGeneral's Cry has (21–23)% increased Cooldown Recovery Rateno_tier_4_eldritch_implicit 0
boots 300
default 0
75BlueImplicitGeneral's Cry has (24–26)% increased Cooldown Recovery Rateno_tier_3_eldritch_implicit 0
boots 300
default 0
75BlueImplicitGeneral's Cry has (27–29)% increased Cooldown Recovery Rateno_tier_2_eldritch_implicit 0
boots 300
default 0
75BlueImplicitGeneral's Cry has (30–32)% increased Cooldown Recovery Rateno_tier_1_eldritch_implicit 0
boots 300
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, General's Cry has (27–29)% increased Cooldown Recovery Rateno_tier_5_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, General's Cry has (30–32)% increased Cooldown Recovery Rateno_tier_4_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, General's Cry has (33–35)% increased Cooldown Recovery Rateno_tier_3_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, General's Cry has (36–38)% increased Cooldown Recovery Rateno_tier_2_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, General's Cry has (39–41)% increased Cooldown Recovery Rateno_tier_1_eldritch_implicit 0
boots 150
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, General's Cry has (39–41)% increased Cooldown Recovery Rateno_tier_4_eldritch_implicit 0
boots 60
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, General's Cry has (42–44)% increased Cooldown Recovery Rateno_tier_3_eldritch_implicit 0
boots 60
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, General's Cry has (45–47)% increased Cooldown Recovery Rateno_tier_2_eldritch_implicit 0
boots 60
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, General's Cry has (48–50)% increased Cooldown Recovery Rateno_tier_1_eldritch_implicit 0
boots 60
default 0
75BlueImplicit5% increased Cooldown Recovery Rateno_tier_6_eldritch_implicit 0
boots 400
default 0
75BlueImplicit6% increased Cooldown Recovery Rateno_tier_5_eldritch_implicit 0
boots 400
default 0
75BlueImplicit7% increased Cooldown Recovery Rateno_tier_4_eldritch_implicit 0
boots 400
default 0
75BlueImplicit8% increased Cooldown Recovery Rateno_tier_3_eldritch_implicit 0
boots 400
default 0
75BlueImplicit9% increased Cooldown Recovery Rateno_tier_2_eldritch_implicit 0
boots 400
default 0
75BlueImplicit10% increased Cooldown Recovery Rateno_tier_1_eldritch_implicit 0
boots 400
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 9% increased Cooldown Recovery Rateno_tier_5_eldritch_implicit 0
boots 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 10% increased Cooldown Recovery Rateno_tier_4_eldritch_implicit 0
boots 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 11% increased Cooldown Recovery Rateno_tier_3_eldritch_implicit 0
boots 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 12% increased Cooldown Recovery Rateno_tier_2_eldritch_implicit 0
boots 200
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 13% increased Cooldown Recovery Rateno_tier_1_eldritch_implicit 0
boots 200
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 13% increased Cooldown Recovery Rateno_tier_4_eldritch_implicit 0
boots 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 14% increased Cooldown Recovery Rateno_tier_3_eldritch_implicit 0
boots 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 15% increased Cooldown Recovery Rateno_tier_2_eldritch_implicit 0
boots 80
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 16% increased Cooldown Recovery Rateno_tier_1_eldritch_implicit 0
boots 80
default 0
12WeaponTree5% reduced Movement Speed
20% increased Cooldown Recovery Rate of Travel Skills
one_hand_weapon 500
default 0
76WeaponTree5% reduced Movement Speed
30% increased Cooldown Recovery Rate of Travel Skills
one_hand_weapon 500
default 0
12WeaponTree10% reduced Movement Speed
40% increased Cooldown Recovery Rate of Travel Skills
two_hand_weapon 500
default 0
76WeaponTree10% reduced Movement Speed
60% increased Cooldown Recovery Rate of Travel Skills
two_hand_weapon 500
default 0
20WeaponTree15% increased Skill Effect Duration
10% reduced Cooldown Recovery Rate
one_hand_weapon 300
default 0
84WeaponTree20% increased Skill Effect Duration
10% reduced Cooldown Recovery Rate
one_hand_weapon 300
default 0
20WeaponTree30% increased Skill Effect Duration
20% reduced Cooldown Recovery Rate
two_hand_weapon 300
default 0
84WeaponTree40% increased Skill Effect Duration
20% reduced Cooldown Recovery Rate
two_hand_weapon 300
default 0
20WeaponTree10% reduced Skill Effect Duration
10% increased Cooldown Recovery Rate
one_hand_weapon 300
default 0
84WeaponTree10% reduced Skill Effect Duration
15% increased Cooldown Recovery Rate
one_hand_weapon 300
default 0
20WeaponTree10% reduced Skill Effect Duration
20% increased Cooldown Recovery Rate
two_hand_weapon 300
default 0
84WeaponTree10% reduced Skill Effect Duration
25% increased Cooldown Recovery Rate
two_hand_weapon 300
default 0
12WeaponTreeBrand Recall has 40% reduced Cooldown Recovery Rate
40% increased Brand Attachment range
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
60WeaponTreeBrand Recall has 40% reduced Cooldown Recovery Rate
60% increased Brand Attachment range
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
12WeaponTreeBrand Recall has 60% reduced Cooldown Recovery Rate
75% increased Brand Attachment range
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
60WeaponTreeBrand Recall has 60% reduced Cooldown Recovery Rate
100% increased Brand Attachment range
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
50WeaponTree-1 to Maximum Power Charges
4% increased Cooldown Recovery Rate per Power Charge
one_hand_weapon 150
shield 150
default 0
50WeaponTree-1 to Maximum Power Charges
6% increased Cooldown Recovery Rate per Power Charge
two_hand_weapon 150
default 0
15WeaponTreeGuard Skills have 60% increased Cooldown Recovery Rate
Guard Skills have 50% reduced Duration
shield 400
default 0
65WeaponTreeGuard Skills have 80% increased Cooldown Recovery Rate
Guard Skills have 50% reduced Duration
shield 400
default 0
28WeaponTreeRetaliation Skills have 30% reduced Cooldown Recovery Rate
Retaliation Skills deal 45% more Damage
crucible_unique_helmet 0
shield 400
default 0
75WeaponTreeRetaliation Skills have 30% reduced Cooldown Recovery Rate
Retaliation Skills deal 60% more Damage
crucible_unique_helmet 0
shield 400
default 0
12WeaponTree10% reduced Minion Duration
Minions have 15% increased Cooldown Recovery Rate
two_hand_weapon 0
weapon_can_roll_minion_modifiers 1500
minion_unique_weapon 1500
default 0
64WeaponTree10% reduced Minion Duration
Minions have 25% increased Cooldown Recovery Rate
two_hand_weapon 0
weapon_can_roll_minion_modifiers 1500
minion_unique_weapon 1500
default 0
12WeaponTree20% reduced Minion Duration
Minions have 30% increased Cooldown Recovery Rate
one_hand_weapon 0
weapon_can_roll_minion_modifiers 1500
minion_unique_weapon 1500
default 0
64WeaponTree20% reduced Minion Duration
Minions have 50% increased Cooldown Recovery Rate
one_hand_weapon 0
weapon_can_roll_minion_modifiers 1500
minion_unique_weapon 1500
default 0
12WeaponTree15% increased Minion Duration
Minions have 15% reduced Cooldown Recovery Rate
two_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
64WeaponTree20% increased Minion Duration
Minions have 15% reduced Cooldown Recovery Rate
two_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
12WeaponTree30% increased Minion Duration
Minions have 30% reduced Cooldown Recovery Rate
one_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
64WeaponTree40% increased Minion Duration
Minions have 30% reduced Cooldown Recovery Rate
one_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
28WeaponTreeConvocation has 25% increased Cooldown Recovery Rate
20% reduced Convocation Buff Effect
two_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
70WeaponTreeConvocation has 40% increased Cooldown Recovery Rate
20% reduced Convocation Buff Effect
two_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
28WeaponTreeConvocation has 50% increased Cooldown Recovery Rate
40% reduced Convocation Buff Effect
one_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
70WeaponTreeConvocation has 80% increased Cooldown Recovery Rate
40% reduced Convocation Buff Effect
one_hand_weapon 0
weapon_can_roll_minion_modifiers 2000
minion_unique_weapon 2000
default 0
1WeaponTreeFlicker Strike and Vigilant Strike's Cooldown can be bypassed by Power Charges instead of Frenzy or Endurance Chargesranged 0
shield 500
weapon 1000
default 0
1WeaponTree100% more Frozen Legion and General's Cry Cooldown Recovery Rate
Frozen Sweep deals 30% less Damage
General's Cry has -2 to maximum number of Mirage Warriors
ranged 0
two_hand_weapon 1000
default 0
1WeaponTree+0.2 seconds to Flameblast and Incinerate Cooldown
Flameblast starts with 2 additional Stages
Flameblast and Incinerate cannot inflict Elemental Ailments
Incinerate starts with 2 additional Stages
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTree+0.4 seconds to Flameblast and Incinerate Cooldown
Flameblast starts with 4 additional Stages
Flameblast and Incinerate cannot inflict Elemental Ailments
Incinerate starts with 4 additional Stages
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
1WeaponTreeFlamethrower, Seismic and Lightning Spire Trap have 30% increased Cooldown Recovery Rate
Flamethrower, Seismic and Lightning Spire Trap have -1 Cooldown Use
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTreeFlamethrower, Seismic and Lightning Spire Trap have 50% increased Cooldown Recovery Rate
Flamethrower, Seismic and Lightning Spire Trap have -2 Cooldown Uses
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
1WeaponTreeBear Trap and Siphoning Trap Debuffs also apply 15% reduced Cooldown Recovery Rate to affected Enemiestwo_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
1WeaponTreeBear Trap and Siphoning Trap Debuffs also apply 25% reduced Cooldown Recovery Rate to affected Enemiesone_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
Enchantment Modifier /65
NameLevelPre/SufDescriptionWeight
Enchantment Infernal Cry Cooldown Speed 166EnchantmentInfernal Cry has 24% increased Cooldown Recovery Ratehelmet 0
default 0
Enchantment Infernal Cry Cooldown Speed 275EnchantmentInfernal Cry has 36% increased Cooldown Recovery Ratehelmet 0
default 0
Enchantment Bear Trap Cooldown Speed 166EnchantmentBear Trap has 10% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Bear Trap Cooldown Speed 275EnchantmentBear Trap has 15% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Blink Arrow Cooldown Speed 166EnchantmentBlink Arrow has 20% increased Cooldown Recovery Rate Attackhelmet 100
default 0
Enchantment Blink Arrow Cooldown Speed 275EnchantmentBlink Arrow has 30% increased Cooldown Recovery Rate Attackhelmet 100
default 0
Enchantment Cold Snap Cooldown Speed 166EnchantmentCold Snap has 20% increased Cooldown Recovery Rate Casterhelmet 100
default 0
Enchantment Cold Snap Cooldown Speed 275EnchantmentCold Snap has 30% increased Cooldown Recovery Rate Casterhelmet 100
default 0
Enchantment Conversion Trap Cooldown Speed 166EnchantmentConversion Trap 20% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Conversion Trap Cooldown Speed 275EnchantmentConversion Trap 30% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Convocation Cooldown Speed 166EnchantmentConvocation has 20% increased Cooldown Recovery Rate Minionhelmet 100
default 0
Enchantment Convocation Cooldown Speed 275EnchantmentConvocation has 30% increased Cooldown Recovery Rate Minionhelmet 100
default 0
Enchantment Enduring Cry Cooldown Speed 166EnchantmentEnduring Cry has 20% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Enduring Cry Cooldown Speed 275EnchantmentEnduring Cry has 30% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Enduring Cry Cooldown Speed 166EnchantmentEnduring Cry has 24% increased Cooldown Recovery Ratehelmet 0
default 0
Enchantment Enduring Cry Cooldown Speed 275EnchantmentEnduring Cry has 36% increased Cooldown Recovery Ratehelmet 0
default 0
Enchantment Flame Dash Cooldown Speed 166EnchantmentFlame Dash has 20% increased Cooldown Recovery Rate Casterhelmet 100
default 0
Enchantment Flame Dash Cooldown Speed 275EnchantmentFlame Dash has 30% increased Cooldown Recovery Rate Casterhelmet 100
default 0
Enchantment Flamethrower Trap Cooldown Speed 166EnchantmentFlamethrower Trap has 10% increased Cooldown Recovery Rate Casterhelmet 80
default 0
Enchantment Flamethrower Trap Cooldown Speed 275EnchantmentFlamethrower Trap has 15% increased Cooldown Recovery Rate Casterhelmet 80
default 0
Enchantment Flicker Strike Cooldown Speed 166EnchantmentFlicker Strike has 20% increased Cooldown Recovery Rate Attackhelmet 100
default 0
Enchantment Flicker Strike Cooldown Speed 275EnchantmentFlicker Strike has 30% increased Cooldown Recovery Rate Attackhelmet 100
default 0
Enchantment Frost Bomb Cooldown Speed 166EnchantmentFrost Bomb has 20% increased Cooldown Recovery Rate Casterhelmet 75
default 0
Enchantment Frost Bomb Cooldown Speed 275EnchantmentFrost Bomb has 30% increased Cooldown Recovery Rate Casterhelmet 75
default 0
Enchantment Frost Shield Cooldown Count 175EnchantmentFrost Shield has +1 Cooldown Usehelmet 100
default 0
Enchantment Frost Wall Cooldown Speed 166EnchantmentFrost Wall has 20% increased Cooldown Recovery Rate Casterhelmet 100
default 0
Enchantment Frost Wall Cooldown Speed 275EnchantmentFrost Wall has 30% increased Cooldown Recovery Rate Casterhelmet 100
default 0
Enchantment General's Cry Cooldown Speed 166EnchantmentGeneral's Cry has 20% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment General's Cry Cooldown Speed 275EnchantmentGeneral's Cry has 30% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Infernal Cry Cooldown Speed 166EnchantmentInfernal Cry has 20% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Infernal Cry Cooldown Speed 275EnchantmentInfernal Cry has 30% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Intimidating Cry Cooldown Speed 166EnchantmentIntimidating Cry has 20% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Intimidating Cry Cooldown Speed 275EnchantmentIntimidating Cry has 30% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Lightning Tower Trap Cooldown Speed 166EnchantmentLightning Spire Trap has 10% increased Cooldown Recovery Rate Casterhelmet 60
default 0
Enchantment Lightning Tower Trap Cooldown Speed 275EnchantmentLightning Spire Trap has 15% increased Cooldown Recovery Rate Casterhelmet 60
default 0
Enchantment Mirror Arrow Cooldown Speed 166EnchantmentMirror Arrow has 20% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Mirror Arrow Cooldown Speed 275EnchantmentMirror Arrow has 30% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Physical Cascade Cooldown Speed 166EnchantmentSeismic Trap has 10% increased Cooldown Recovery Rate Casterhelmet 75
default 0
Enchantment Physical Cascade Cooldown Speed 275EnchantmentSeismic Trap has 15% increased Cooldown Recovery Rate Casterhelmet 75
default 0
Enchantment Reckoning Cooldown Speed 166EnchantmentReckoning has 20% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Reckoning Cooldown Speed 275EnchantmentReckoning has 30% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Riposte Cooldown Speed 166EnchantmentRiposte has 20% increased Cooldown Recovery Rate Attackhelmet 100
default 0
Enchantment Riposte Cooldown Speed 275EnchantmentRiposte has 30% increased Cooldown Recovery Rate Attackhelmet 100
default 0
Enchantment Temporal Rift Cooldown 166EnchantmentTemporal Rift has 20% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Temporal Rift Cooldown 275EnchantmentTemporal Rift has 30% increased Cooldown Recovery Ratehelmet 100
default 0
Enchantment Vengeance Cooldown Speed 166EnchantmentVengeance has 20% increased Cooldown Recovery Rate Attackhelmet 100
default 0
Enchantment Vengeance Cooldown Speed 275EnchantmentVengeance has 30% increased Cooldown Recovery Rate Attackhelmet 100
default 0
Enchantment Void Sphere Cooldown 166EnchantmentVoid Sphere has 20% increased Cooldown Recovery Rate Casterhelmet 100
default 0
Enchantment Void Sphere Cooldown 275EnchantmentVoid Sphere has 30% increased Cooldown Recovery Rate Casterhelmet 100
default 0
Enchantment Vortex Cooldown Recovery 166EnchantmentVortex has 20% increased Cooldown Recovery Rate Casterhelmet 75
default 0
Enchantment Vortex Cooldown Recovery 275EnchantmentVortex has 30% increased Cooldown Recovery Rate Casterhelmet 75
default 0
Enchantment Dash Cooldown Count 166EnchantmentDash has +1 Cooldown Usehelmet 100
default 0
Enchantment Dash Cooldown Count 275EnchantmentDash has +2 Cooldown Useshelmet 100
default 0
Enchantment Frostblink Cooldown Speed 166EnchantmentFrostblink has 20% increased Cooldown Recovery Rate Casterhelmet 100
default 0
Enchantment Frostblink Cooldown Speed 275EnchantmentFrostblink has 30% increased Cooldown Recovery Rate Casterhelmet 100
default 0
Enchantment Spellslinger Cooldown Recovery 166EnchantmentSkills Supported by Spellslinger have 20% increased Cooldown Recovery Rate Attack Casterhelmet 100
default 0
Enchantment Spellslinger Cooldown Recovery 275EnchantmentSkills Supported by Spellslinger have 30% increased Cooldown Recovery Rate Attack Casterhelmet 100
default 0
Enchantment Summon Reaper Cooldown Recovery 166Enchantment20% increased Summon Reaper Cooldown Recovery Rate Minionhelmet 100
default 0
Enchantment Summon Reaper Cooldown Recovery 275Enchantment30% increased Summon Reaper Cooldown Recovery Rate Minionhelmet 100
default 0
Enchantment Ambush Cooldown Recovery 166Enchantment20% increased Ambush Cooldown Recovery Rate Attackhelmet 100
default 0
Enchantment Ambush Cooldown Recovery 275Enchantment30% increased Ambush Cooldown Recovery Rate Attackhelmet 100
default 0
Enchantment Frozen Legion Cooldown Recovery 166EnchantmentFrozen Legion has 20% increased Cooldown Recovery Rate Attackhelmet 100
default 0
Enchantment Frozen Legion Cooldown Recovery 275EnchantmentFrozen Legion has 30% increased Cooldown Recovery Rate Attackhelmet 100
default 0
Enchantment Frozen Legion Additional Cooldown 166EnchantmentFrozen Legion has +1 Cooldown Use Attackhelmet 100
default 0
Enchantment Frozen Legion Additional Cooldown 275EnchantmentFrozen Legion has +2 Cooldown Uses Attackhelmet 100
default 0
Monsters mods /6
NameLevelPre/SufDescriptionWeight
Temporal34Unique25% reduced Action Speed
60% reduced Cooldown Recovery Rate
Debuffs on you expire 40% slower
cannot be damaged by things outside radius [32]
dropped items are fully linked [1]
magic 0
default 200
1Unique100% increased Cooldown Recovery Rate
1UniqueTrigger Socketed Spells when you Spend at least 100 Mana on an
Upfront Cost to Use or Trigger a Skill, with a 0.1 second Cooldown
Caster Gem
1Unique50% increased Cooldown Recovery Rate
Temporal34Prefix25% reduced Action Speed
60% reduced Cooldown Recovery Rate
Debuffs on you expire 40% slower
cannot be damaged by things outside radius [32]
magic 0
default 1500
Temporal1Unique25% reduced Action Speed
60% reduced Cooldown Recovery Rate
Debuffs on you expire 40% slower
cannot be damaged by things outside radius [32]
magic 0
default 1500
Abyss Jewel mods /2
NameLevelPre/SufDescriptionWeight
Facilitating75Prefix2% increased Cooldown Recovery Rateabyss_jewel_melee 300
abyss_jewel_ranged 300
abyss_jewel_caster 100
abyss_jewel_summoner 100
default 0
Expediting86Prefix3% increased Cooldown Recovery Rateabyss_jewel_melee 300
abyss_jewel_ranged 300
abyss_jewel_caster 100
abyss_jewel_summoner 100
default 0
Map mods /9
NameLevelPre/SufDescriptionWeight
of Fatigue1SuffixPlayers have 20% less Cooldown Recovery Rate
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
primordial_map 0
low_tier_map 650
default 0
of Fatigue1SuffixPlayers have 30% less Cooldown Recovery Rate
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
primordial_map 0
mid_tier_map 650
default 0
of Fatigue1SuffixPlayers have 40% less Cooldown Recovery Rate
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
primordial_map 0
top_tier_map 650
default 0
of Fatigue1SuffixPlayers have 40% less Cooldown Recovery Rate
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
uber_tier_map 0
maven_map 650
primordial_map 650
default 0
of Fatigue1SuffixPlayers have 15% less Cooldown Recovery Rate
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
expedition_logbook 650
default 0
of Fatigue68SuffixPlayers have 20% less Cooldown Recovery Rate
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
expedition_logbook 650
default 0
of Fatigue73SuffixPlayers have 30% less Cooldown Recovery Rate
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
expedition_logbook 650
default 0
of Fatigue78SuffixPlayers have 40% less Cooldown Recovery Rate
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
uber_tier_map 0
expedition_logbook 650
default 0
of Fatigue1SuffixPlayers have 40% less Cooldown Recovery Rate
13% increased Quantity of Items found in this Area
8% increased Rarity of Items found in this Area
5% increased Pack size
has_uber_map_suffix 78
default 0
Heist Area mods /4
NameLevelPre/SufDescriptionWeight
of Fatigue46SuffixPlayers have 15% less Cooldown Recovery Rate
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 650
of Fatigue68SuffixPlayers have 20% less Cooldown Recovery Rate
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 650
of Fatigue73SuffixPlayers have 30% less Cooldown Recovery Rate
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 650
of Fatigue78SuffixPlayers have 40% less Cooldown Recovery Rate
heist contract alert level +% final [-5]
heist contract lockdown timer +% [5]
heist monster spawner alive limit +% [5]
map item drop quantity +% [13]
map item drop rarity +% [8]
default 650
Veiled mods /9
NameLevelPre/SufDescriptionWeight
of the Order60Suffix(13–16)% increased Cooldown Recovery Ratebelt 1500
default 0
of the Order60SuffixFocus has (5–8)% increased Cooldown Recovery Rate
Your Critical Strike Chance is Lucky while Focused
grant focus skill [1]
Critical
belt 1000
default 0
of the Order60SuffixFocus has (5–8)% increased Cooldown Recovery Rate
Shock nearby Enemies for 4 Seconds when you Focus
grant focus skill [1]
Elemental Lightning Ailment
ring 1000
default 0
of the Order60SuffixFocus has (5–8)% increased Cooldown Recovery Rate
You are Immune to Ailments while Focused
grant focus skill [1]
Ailment
boots 2000
default 0
of the Order60SuffixFocus has (31–35)% increased Cooldown Recovery Rateboots 2000
default 0
of the Order60SuffixTrigger Socketed Spells when you Focus, with a 0.25 second Cooldown
Focus has (5–8)% increased Cooldown Recovery Rate
grant focus skill [1]
Caster Gem
helmet 1000
default 0
of the Order60SuffixFocus has (5–8)% increased Cooldown Recovery Rate
Minions Recover 100% of their Life when you Focus
grant focus skill [1]
Life Minion
gloves 2000
default 0
of the Order60SuffixFocus has (5–8)% increased Cooldown Recovery Rate
Non-Aura Skills Cost no Mana or Life while Focused
grant focus skill [1]
Mana
amulet 0
default 0
of the Order60SuffixTrigger a Socketed Spell on Using a Skill, with a 4 second Cooldown
Spells Triggered this way have 150% more Cost
Caster Gem
weapon 0
default 0
Crafting Bench /5
ModRequireItemClassesUnlock
Trigger a Socketed Spell when you Use a Skill, with a 8 second Cooldown
Spells Triggered this way have 150% more Cost
3x Chaos OrbOne Hand Melee · One Hand Ranged · Two Hand Melee · Two Hand RangedThe Refinery
(6–8)% increased Cooldown Recovery Rate2x Chaos OrbBeltArcade Map
(9–12)% increased Cooldown Recovery Rate1x Exalted OrbBeltArcade Map
Trigger Socketed Spells when you Focus, with a 0.25 second Cooldown
grant focus skill [1]
3x Chaos OrbHelmetThe Refinery
Focus has (21–25)% increased Cooldown Recovery Rate3x Chaos OrbBootsArcade Map
Misc mods /17
NameLevelDomainPre/SufDescriptionWeight
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, 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
1JewelUniqueGolem Skills have (20–30)% increased Cooldown Recovery Rate
1JewelUniqueSummoned Golems have (30–45)% increased Cooldown Recovery Rate Minion
1JewelUnique+1 second to Summon Skeleton Cooldown Minion
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
of Marching75SanctumSpecialSuffix(20–30)% increased Cooldown Recovery Rate of Travel Skillsdex_special_relic 600
default 150
of Alacrity82SanctumSpecialSuffix(8–12)% increased Cooldown Recovery Ratedex_special_relic 200
default 50
Lucid1TincturePrefix(13–17)% increased Cooldown Recovery Ratetincture 800
default 0
Perceptive30TincturePrefix(18–22)% increased Cooldown Recovery Ratetincture 800
default 0
Insightful58TincturePrefix(23–27)% increased Cooldown Recovery Ratetincture 800
default 0
Astute82TincturePrefix(28–32)% increased Cooldown Recovery Ratetincture 800
default 0
1TinctureUnique(20–40)% increased Cooldown Recovery Rate
Saboteur's70CharmPrefix(5–8)% increased Cooldown Recovery Rateint_animal_charm 50
dex_animal_charm 50
default 0
Saboteur's81CharmPrefix(9–12)% increased Cooldown Recovery Rateint_animal_charm 25
dex_animal_charm 25
default 0
of Beasts68MapRelicSuffixEinhar has (60–80)% increased Cooldown Recovery Rate in your Mapsatlas_relic_medium 400
default 0
of the Harbinger68MapRelicSuffixHarbingers in your Maps have (20–30)% increased Cooldown Recovery Rateatlas_relic_small 1000
default 0
Item /8
Flashfire Blade
Physical Damage: 18-73
Critical Strike Chance: 8.5%
Attacks per Second: 1.45
Weapon Range: 1 metres
Requires Level 50, 86 Dex, 86 Int
Trigger Level 20 Flame Dash when you use a Socketed Skill
20% increased Cooldown Recovery Rate of Travel Skills
local skills granted by item are supported by level x unique trigger support [2]
Infernal Blade
Physical Damage: 21-85
Critical Strike Chance: 8.5%
Attacks per Second: 1.45
Weapon Range: 1 metres
Requires Level 70, 121 Dex, 121 Int
Trigger Level 30 Flame Dash when you use a Socketed Skill
40% increased Cooldown Recovery Rate of Travel Skills
local skills granted by item are supported by level x unique trigger support [2]
Duskwalk Slippers
Energy Shield: 15–18
Requires Level 20, 39 Int
10% reduced Movement Speed
(45–50)% increased Cooldown Recovery Rate of Movement Skills
Nightwind Slippers
Energy Shield: 34–39
Requires Level 50, 89 Int
10% reduced Movement Speed
(45–50)% increased Cooldown Recovery Rate of Movement Skills
Dreamquest Slippers
Energy Shield: 50–57
Requires Level 80, 124 Int
10% reduced Movement Speed
(45–50)% increased Cooldown Recovery Rate of Movement Skills
Tinker Gloves
Evasion Rating: 35–41
Requires Level 10, 18 Dex
30% reduced Cooldown Recovery Rate for throwing Traps
Trap Skills have (10–15)% increased Skill Effect Duration
Apprentice Gloves
Evasion Rating: 132–152
Requires Level 40, 59 Dex
30% reduced Cooldown Recovery Rate for throwing Traps
Trap Skills have (15–20)% increased Skill Effect Duration
Trapsetter Gloves
Evasion Rating: 236–271
Requires Level 70, 101 Dex
30% reduced Cooldown Recovery Rate for throwing Traps
Trap Skills have (20–25)% increased Skill Effect Duration
Unique /40
Trigger a Socketed Spell when you Attack with a Bow, with a 0.3 second Cooldown
(30–60)% increased Spell Damage
(10–15)% increased Attack Speed
+(30–50) to maximum Energy Shield
30% increased Mana Regeneration Rate
Trigger Level 1 Create Lesser Shrine when you Kill an Enemy
(120–150)% increased Evasion and Energy Shield
+(30–45) to maximum Energy Shield
+(60–80) to maximum Life
+(30–40)% to Cold Resistance
75% increased Effect of Shrine Buffs on you
50% increased Duration of Shrine Effects on you
(Create Lesser Shrine has an initial Cooldown before it can Trigger)
Grants 19 Life per Enemy Hit
(100–120)% increased Physical Damage
3% of Physical Attack Damage Leeched as Life
Enemies Taunted by your Warcries Explode on death, dealing 8% of their maximum Life as Chaos Damage
25% increased Warcry Buff Effect
Warcry Skills' Cooldown Time is 4 seconds
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
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
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 2% increased Damage per 5 Dexterity
+(20–30) to maximum Life
(80–100)% increased Armour
+(50–60) to maximum Life
20% increased Taunt Duration
+5% Chance to Block
50% increased Warcry Cooldown Recovery Rate
Warcries have infinite Power
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
(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
(140–170)% increased Evasion and Energy Shield
+(60–90) to maximum Life
(10–15)% increased Cooldown Recovery Rate for throwing Traps
15% chance to gain a Frenzy Charge when your Trap is triggered by an Enemy
30% chance to gain Phasing for 4 seconds when your Trap is triggered by an Enemy
Recover 100 Life when your Trap is triggered by an Enemy
Recover 50 Energy Shield when your Trap is triggered by an Enemy
(While you have Phasing, your movement is not blocked by Enemies)
50% chance to Trigger Socketed Spells when you Spend at least 100 Mana on an
Upfront Cost to Use or Trigger a Skill, with a 0.1 second Cooldown
15% reduced Cast Speed
(70–80)% increased Armour and Energy Shield
+(30–50) to maximum Mana
(Upfront Costs are all Costs that are not paid per-second)
+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
Golem Skills have (20–30)% increased Cooldown Recovery Rate
Summoned Golems have (30–45)% increased Cooldown Recovery Rate
(16–20)% increased Golem Damage for each Type of Golem you have Summoned
Summoned Golems Regenerate 2% of their Life per second
Primordial
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
(15–25)% increased Stun and Block Recovery
(10–15)% increased Energy Shield Recovery rate
(10–15)% increased Life Recovery rate
(10–15)% increased Attack and Cast Speed
(15–20)% increased Cooldown Recovery Rate
Debuffs on you expire (15–20)% faster
Summon 4 additional Skeletons with Summon Skeletons
+1 second to Summon Skeleton Cooldown
Cannot roll Caster Modifiers
+1 to Level of Socketed Skill Gems per 25 Player Levels
Trigger a Socketed Spell when you Attack with this Weapon, with a 0.25 second Cooldown
Adds 3 to 5 Physical Damage to Attacks with this Weapon per 3 Player Levels
(8–12)% increased Attack Speed
Trigger a Socketed Spell when you Attack with a Bow, with a 0.3 second Cooldown
(10–15)% increased Attack Speed
(10–15)% increased Cast Speed
+(100–120) to maximum Energy Shield
30% increased Mana Regeneration Rate
5% increased Movement Speed
(30–40)% increased Stun and Block Recovery
+1 to Level of Socketed Gems
(120–150)% increased Armour and Energy Shield
+(20–30)% to Fire Resistance
+(20–30)% to Cold Resistance
+(20–30)% to Lightning Resistance
+(20–30)% to Chaos Resistance
+1 to maximum number of Summoned Holy Relics
Summoned Holy Relics have (20–25)% reduced Cooldown Recovery Rate
(10–15)% increased Spell Damage
Trigger a Socketed Warcry Skill on losing Endurance Charges, with a 0.25 second Cooldown
+(60–80) to maximum Life
+(17–23)% to Chaos Resistance
You lose all Endurance Charges on reaching maximum Endurance Charges
Cannot Block
50% increased Warcry Cooldown Recovery Rate
+(25–40) to maximum Life
+(30–40)% to Cold Resistance
Chill nearby Enemies when you Focus, causing 30% reduced Action Speed
Focus has (30–50)% increased Cooldown Recovery Rate
(50–70)% increased Damage with Hits and Ailments against Chilled Enemies
grant focus skill [1]
veiled mod seed [1,30000]
veiled mod type [2]
(Chill reduces Enemy Action Speed for 2 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Trigger Socketed Curse Spell when you Cast a Curse Spell, with a 0.25 second Cooldown
+(50–90) to maximum Energy Shield
0.2% of Spell Damage Leeched as Energy Shield for each Curse on Enemy
You can apply an additional Curse
Curse Skills have (10–20)% increased Cast Speed
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Has 1 Socket
Has 2 Sockets
Trigger a Socketed Bow Skill when you Attack with a Bow, with a 1 second Cooldown
(7–12)% increased Attack Speed
+(50–70) to maximum Life
5% chance to Blind Enemies on Hit with Attacks
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(100–150)% increased Evasion and Energy Shield
(30–40)% increased Stun and Block Recovery
(50–80)% increased Cooldown Recovery Rate of Travel Skills
(30–40)% increased Mana Regeneration Rate while moving
Your Movement Speed is 150% of its base value
+(16–24) to Dexterity and Intelligence
Your Maximum Frenzy Charges is equal to your Maximum Power Charges
(7–10)% increased Cooldown Recovery Rate of Travel Skills per Frenzy Charge
(7–10)% increased Effect of Elusive on you per Power Charge
(20–25)% chance to lose a Frenzy Charge when you use a Travel Skill
(20–25)% chance to lose a Power Charge when you gain Elusive
(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)
Grants Level 30 Snipe Skill
Socketed Non-Channelling Bow Skills are Triggered by Snipe
Socketed Triggered Bow Skills gain a 0.05 second Cooldown
+(350–500) to Accuracy Rating
+(350–500) to Evasion Rating
+2 to maximum Snipe Stages
+(14–20)% chance to Suppress Spell Damage while Channelling
(40% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+(8–12)% to Fire and Lightning Resistances
Grants Level 1 Embrace Madness Skill
30% increased Movement Speed
(20–40)% increased Effect of Non-Damaging Ailments
You have Igniting, Chilling and Shocking Conflux while affected by Glorious Madness
Immune to Elemental Ailments while affected by Glorious Madness
(Grants Glorious Madness. While under Glorious Madness gain a random Touched Debuff every 2 seconds. Using this skill again will remove Glorious Madness and the Touched Debuffs it inflicts, but you will be unable to Embrace Madness again until the cooldown expires)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(While you have Elemental Conflux, all Damage from Hits will cause Chill, Shock, and Ignite)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(8–12)% to Cold and Lightning Resistances
Grants Level 1 Embrace Madness Skill
(20–40)% increased Chaos Damage
30% increased Movement Speed
All Damage inflicts Poison while affected by Glorious Madness
Enemies you Kill while affected by Glorious Madness have a 40% chance to Explode, dealing a quarter of their Life as Chaos Damage
(Grants Glorious Madness. While under Glorious Madness gain a random Touched Debuff every 2 seconds. Using this skill again will remove Glorious Madness and the Touched Debuffs it inflicts, but you will be unable to Embrace Madness again until the cooldown expires)
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
+(8–12)% to Fire and Cold Resistances
Grants Level 1 Embrace Madness Skill
(150–300)% increased Armour and Evasion
30% increased Movement Speed
20% chance to deal Double Damage while affected by Glorious Madness
+15 to maximum Fortification while affected by Glorious Madness
(Grants Glorious Madness. While under Glorious Madness gain a random Touched Debuff every 2 seconds. Using this skill again will remove Glorious Madness and the Touched Debuffs it inflicts, but you will be unable to Embrace Madness again until the cooldown expires)
(15–25)% increased Stun and Block Recovery
(10–15)% increased Energy Shield Recovery rate
(10–15)% increased Life Recovery rate
(10–15)% increased Attack and Cast Speed
(15–20)% increased Cooldown Recovery Rate
Debuffs on you expire (15–20)% faster
Has 1 Socket
Has 2 Sockets
Trigger a Socketed Bow Skill when you Cast a Spell while
wielding a Bow, with a 1 second Cooldown
(7–12)% increased Cast Speed
+(50–70) to maximum Life
5% chance to Blind Enemies on Hit with Attacks
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, 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
(12–16)% increased Spell Damage
Socketed Projectile Spells deal 150% more Damage with Hits
Socketed Projectile Spells have +4 seconds to Cooldown
Socketed Projectile Spells fire 4 additional Projectiles
Socketed Projectile Spells fire Projectiles in a circle
Socketed Projectile Spells have 80% less Skill Effect Duration
(140–180)% increased Energy Shield
Socketed Warcry Skills have +1 Cooldown Use
(80–120)% increased Armour
+(50–70) to maximum Life
When you Attack, take (15–20)% of Life as Physical Damage for
each Warcry Exerting the Attack
Skills deal (10–15)% more Damage for each Warcry Exerting them
Trigger Level 1 Create Lesser Shrine when you Kill an Enemy
(120–150)% increased Evasion and Energy Shield
+(5–10) to maximum Energy Shield
+(10–20) to maximum Life
+(10–15)% to Cold Resistance
25% increased Effect of Shrine Buffs on you
50% reduced Duration of Shrine Effects on you
(Create Lesser Shrine has an initial Cooldown before it can Trigger)
Has 1 Socket
Has 2 Sockets
Trigger a Socketed Bow Skill when you Attack with a Bow, with a 1 second Cooldown
(7–12)% increased Attack Speed
+(20–30) to maximum Life
5% chance to Blind Enemies on Hit with Attacks
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
+(16–24) to Dexterity and Intelligence
Your Maximum Endurance Charges is equal to your Maximum Frenzy Charges
+1 to maximum Fortification per Endurance Charge
(7–10)% increased Cooldown Recovery Rate of Travel Skills per Frenzy Charge
(20–25)% chance to lose a Frenzy Charge when you use a Travel Skill
(20–25)% chance to lose an Endurance Charge when you gain Fortification
+(10–20) to maximum Life
(10–15)% Chance to Block Spell Damage
+(100–150) to Ward
-10% to maximum Chance to Block Attack Damage
-10% to maximum Chance to Block Spell Damage
Chance to Block is Lucky
Trigger a Socketed Elemental Spell on Block, with a 0.25 second Cooldown
shield trigger a socketed skill on block [1]
(Maximum Chance to Block Attack Damage cannot be raised above 90%)
(Maximum Chance to Block Spell Damage cannot be raised above 90%)
(Lucky things are rolled twice and the best result used)
(70–100)% increased Elemental Damage with Melee Weapons
Melee Weapon Damage Penetrates 1% Elemental Resistances per Mana Burn, up to a maximum of 200%
(20–40)% increased Cooldown Recovery Rate
(-35–35)% reduced Mana Burn rate
+(30–40) to Strength
(100–160)% increased Armour
Non-Instant Warcries ignore their Cooldown when Used
Warcry Skills have (15–25)% increased Area of Effect
Warcries Cost +15% of Life
Has 1 Socket
An Enemy Writhing Worm spawns every 2 seconds
20% chance to Trigger Socketed Spell on Kill, with a 0.5 second Cooldown
Lose (10–20) Life per Enemy Killed
Gain (5–10) Mana per Enemy Killed
Trigger a Socketed Spell on Unarmed Melee Critical Strike, with a 0.25 second Cooldown
(1–7)% more Attack Speed with Unarmed Melee Attacks
(100–777)% increased Evasion and Energy Shield
(1–7)% increased Movement Speed
+(0.1–0.7) metres to Melee Strike Range with Unarmed Attacks
+(1–7)% to Unarmed Melee Attack Critical Strike Chance
+(10–77)% to Critical Strike Multiplier with Unarmed Melee Attack
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Cluster Jewel Passive /2
Brand Recall grants 20% increased Brand Attachment range to recalled Brands
Brand Recall has 4% increased Cooldown Recovery Rate per Brand, up to a maximum of 40%
Minions deal 20% increased Damage while you are affected by a Herald
Summoned Sentinels have 25% increased Cooldown Recovery Rate
Elevated modifier List /3
NameLvModsElevated Mods
of Shaping80(10–15)% increased Cooldown Recovery Rate
Group: 2617
(16–20)% increased Cooldown Recovery Rate
of the Crusade75(6–10)% increased Cooldown Recovery Rate
Group: 2617
(11–15)% increased Cooldown Recovery Rate
of the Crusade80(11–15)% increased Cooldown Recovery Rate
Group: 2617
(16–20)% increased Cooldown Recovery Rate

Community Wiki

Edit

Cooldown

Cooldown is a keyword and means an interval to the next use, and is counted in seconds. The next use can be performed after cooldown time passes, except when there are stored uses.

Mechanic

Cooldown usually starts after first action of using skill known as cast time, but there could be exceptions. If cast time is 1 second and cooldown is 4 seconds the next use of skill can be started after 5 seconds.

Certain skills will begin its cooldown when the effect expires instead of after cast time end (Ex. all Guard skills, Withering Step).

If there are stored uses, cooldown stacks after consuming uses of skill and do not overlap. Example: skill has 3 uses, cooldown is 8 seconds, then all uses can be consumed on demand, for example in 3 seconds. Cooldown stacks and each use of skill will be recovered after each cooldown ends. In other words, all 3 uses will be recovered after all 3 cooldowns end, after 24 seconds (3 x 8 second), since start first cooldown.

The cooldown can be bypassed by specific mechanics depending on the skill e.g. Cold Snap and Flicker Strike's cooldown can be bypassed by consuming a Frenzy Charge.

Cooldown time can be changed with different sources of Cooldown Recovery Rate. Cooldown Recovery Rate changes the rate of cooldowns recovering, not the cooldown timer. For example, a 50% increased Cooldown Recovery Speed on a skill on a 6 second cooldown will change the cooldown period to 4 seconds (6 / (1 + 0.5)), not 3 seconds (6 * (1 - 0.5)).

Vaal skill s have a property where changes to duration (for Vaal skills with the "Duration" tag) also changes the cooldown period of the skill.


Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.