Support Gem Quality /6
ItemStats
Swift Affliction SupportSupported Skills deal (0–10)% increased Damage over Time
Deadly Ailments SupportSupported Skills deal (0–10)% increased Damage over Time
Efficacy SupportSupported Skills deal (0–10)% increased Damage over Time
Awakened Deadly Ailments SupportSupported Skills deal (0–10)% increased Damage over Time
Awakened Swift Affliction SupportSupported Skills deal (0–10)% increased Damage over Time
Sadism SupportSupported Skills deal (0–10)% increased Damage over Time
Item mods /59
NameLevelPre/SufDescriptionWeight
1Corrupted(50–60)% increased Damage over Time damagedagger 1000
default 0
Warlord's68Prefix(18–22)% increased Damage over Time damagegloves_adjudicator 500
default 0
Warlord's70Prefix(23–26)% increased Damage over Time damagegloves_adjudicator 500
default 0
Warlord's73Prefix(27–30)% increased Damage over Time damagegloves_adjudicator 500
default 0
of the Hunt68Suffix(4–6)% reduced Damage taken from Damage Over Time damageshield_basilisk 500
default 0
of the Hunt80Suffix(7–10)% reduced Damage taken from Damage Over Time damageshield_basilisk 500
default 0
Warlord's68Prefix(60–69)% increased Physical Damage over Time bleed damage physical ailmentsword_adjudicator 400
axe_adjudicator 400
mace_adjudicator 400
bow_adjudicator 400
default 0
Warlord's71Prefix(70–79)% increased Physical Damage over Time bleed damage physical ailmentsword_adjudicator 300
axe_adjudicator 300
mace_adjudicator 300
bow_adjudicator 300
default 0
Warlord's75Prefix(80–89)% increased Physical Damage over Time bleed damage physical ailmentsword_adjudicator 200
axe_adjudicator 200
mace_adjudicator 200
bow_adjudicator 200
default 0
Warlord's78Prefix(90–94)% increased Physical Damage over Time bleed damage physical ailmentsword_adjudicator 100
axe_adjudicator 100
mace_adjudicator 100
bow_adjudicator 100
default 0
Warlord's68Prefix(100–109)% increased Physical Damage over Time bleed damage physical ailment2h_sword_adjudicator 400
2h_axe_adjudicator 400
2h_mace_adjudicator 400
default 0
Warlord's71Prefix(110–119)% increased Physical Damage over Time bleed damage physical ailment2h_sword_adjudicator 300
2h_axe_adjudicator 300
2h_mace_adjudicator 300
default 0
Warlord's75Prefix(120–129)% increased Physical Damage over Time bleed damage physical ailment2h_sword_adjudicator 200
2h_axe_adjudicator 200
2h_mace_adjudicator 200
default 0
Warlord's78Prefix(130–134)% increased Physical Damage over Time bleed damage physical ailment2h_sword_adjudicator 100
2h_axe_adjudicator 100
2h_mace_adjudicator 100
default 0
Hunter's68Prefix(60–69)% increased Chaos Damage over Time poison damage chaos ailmentsword_basilisk 400
claw_basilisk 400
dagger_basilisk 400
rune_dagger_basilisk 400
bow_basilisk 400
default 0
Hunter's71Prefix(70–79)% increased Chaos Damage over Time poison damage chaos ailmentsword_basilisk 300
claw_basilisk 300
dagger_basilisk 300
rune_dagger_basilisk 300
bow_basilisk 300
default 0
Hunter's75Prefix(80–89)% increased Chaos Damage over Time poison damage chaos ailmentsword_basilisk 200
claw_basilisk 200
dagger_basilisk 200
rune_dagger_basilisk 200
bow_basilisk 200
default 0
Hunter's78Prefix(90–94)% increased Chaos Damage over Time poison damage chaos ailmentsword_basilisk 100
claw_basilisk 100
dagger_basilisk 100
rune_dagger_basilisk 100
bow_basilisk 100
default 0
Hunter's68Prefix(100–109)% increased Chaos Damage over Time poison damage chaos ailment2h_sword_basilisk 400
default 0
Hunter's71Prefix(110–119)% increased Chaos Damage over Time poison damage chaos ailment2h_sword_basilisk 300
default 0
Hunter's75Prefix(120–129)% increased Chaos Damage over Time poison damage chaos ailment2h_sword_basilisk 200
default 0
Hunter's78Prefix(130–134)% increased Chaos Damage over Time poison damage chaos ailment2h_sword_basilisk 100
default 0
69WeaponTree35% increased Damage over Time
10% reduced Life Recovery rate
one_hand_weapon 63
default 0
80WeaponTree42% increased Damage over Time
10% reduced Life Recovery rate
one_hand_weapon 31
default 0
69WeaponTree56% increased Damage over Time
16% reduced Life Recovery rate
two_hand_weapon 63
default 0
80WeaponTree68% increased Damage over Time
16% reduced Life Recovery rate
two_hand_weapon 31
default 0
5WeaponTree10% increased Damage over Timeone_hand_weapon 250
default 0
23WeaponTree15% increased Damage over Timeone_hand_weapon 250
default 0
51WeaponTree20% increased Damage over Timeone_hand_weapon 250
default 0
69WeaponTree25% increased Damage over Timeone_hand_weapon 125
default 0
80WeaponTree30% increased Damage over Timeone_hand_weapon 63
default 0
5WeaponTree16% increased Damage over Timetwo_hand_weapon 250
default 0
23WeaponTree24% increased Damage over Timetwo_hand_weapon 250
default 0
51WeaponTree32% increased Damage over Timetwo_hand_weapon 250
default 0
69WeaponTree40% increased Damage over Timetwo_hand_weapon 125
default 0
80WeaponTree48% increased Damage over Timetwo_hand_weapon 63
default 0
5WeaponTree7% increased Damage over Time
5% increased Skill Effect Duration
one_hand_weapon 125
default 0
23WeaponTree10% increased Damage over Time
5% increased Skill Effect Duration
one_hand_weapon 125
default 0
51WeaponTree13% increased Damage over Time
5% increased Skill Effect Duration
one_hand_weapon 125
default 0
69WeaponTree17% increased Damage over Time
5% increased Skill Effect Duration
one_hand_weapon 63
default 0
80WeaponTree20% increased Damage over Time
5% increased Skill Effect Duration
one_hand_weapon 31
default 0
5WeaponTree11% increased Damage over Time
10% increased Skill Effect Duration
two_hand_weapon 125
default 0
23WeaponTree16% increased Damage over Time
10% increased Skill Effect Duration
two_hand_weapon 125
default 0
51WeaponTree21% increased Damage over Time
10% increased Skill Effect Duration
two_hand_weapon 125
default 0
69WeaponTree26% increased Damage over Time
10% increased Skill Effect Duration
two_hand_weapon 63
default 0
80WeaponTree32% increased Damage over Time
10% increased Skill Effect Duration
two_hand_weapon 31
default 0
5WeaponTree7% increased Damage over Time
15% reduced Duration of Ailments on You
one_hand_weapon 125
default 0
23WeaponTree10% increased Damage over Time
15% reduced Duration of Ailments on You
one_hand_weapon 125
default 0
51WeaponTree13% increased Damage over Time
15% reduced Duration of Ailments on You
one_hand_weapon 125
default 0
69WeaponTree17% increased Damage over Time
15% reduced Duration of Ailments on You
one_hand_weapon 63
default 0
80WeaponTree20% increased Damage over Time
15% reduced Duration of Ailments on You
one_hand_weapon 31
default 0
5WeaponTree11% increased Damage over Time
25% reduced Duration of Ailments on You
two_hand_weapon 125
default 0
23WeaponTree16% increased Damage over Time
25% reduced Duration of Ailments on You
two_hand_weapon 125
default 0
51WeaponTree21% increased Damage over Time
25% reduced Duration of Ailments on You
two_hand_weapon 125
default 0
69WeaponTree26% increased Damage over Time
25% reduced Duration of Ailments on You
two_hand_weapon 63
default 0
80WeaponTree32% increased Damage over Time
25% reduced Duration of Ailments on You
two_hand_weapon 31
default 0
20WeaponTree+100 to Armour
10% increased Damage taken from Damage Over Time
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
55WeaponTree+125 to Armour
10% increased Damage taken from Damage Over Time
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
83WeaponTree+150 to Armour
10% increased Damage taken from Damage Over Time
int_armour 0
dex_armour 0
dex_int_armour 0
shield 500
default 0
Enchantment Modifier /1
NameLevelPre/SufDescriptionWeight
83EnchantmentEnemies Maimed by you take 8% increased Damage Over Time damagebelt 1
default 0
Monsters mods /4
NameLevelPre/SufDescriptionWeight
Toxic18Unique30% increased Poison Duration
Poison on Hit
30% increased Damage with Poison
All Damage from Hits can Poison
+25% Chaos Resistance against Damage Over Time
no_common_monster_mods 0
magic 0
default 1500
Igniting34UniqueHits always Ignite
25% increased Ignite Duration on Enemies
All Damage can Ignite
additional fire resistance against damage over time % [30]
ignite damage +% [100]
no_common_monster_mods 0
magic 0
default 2500
Toxic18Unique30% increased Poison Duration
Poison on Hit
30% increased Damage with Poison
All Damage from Hits can Poison
+25% Chaos Resistance against Damage Over Time
no_common_monster_mods 0
rare 0
default 1500
Igniting34UniqueHits always Ignite
25% increased Ignite Duration on Enemies
All Damage can Ignite
additional fire resistance against damage over time % [30]
ignite damage +% [100]
no_common_monster_mods 0
rare 0
default 2500
Abyss Jewel mods /7
NameLevelPre/SufDescriptionWeight
Degenerative1Prefix(10–14)% increased Damage over Time while Dual Wielding damageabyss_jewel_summoner 0
two_handed_mod 0
shield_mod 0
abyss_jewel_caster 600
default 300
Deleterious60Prefix(15–18)% increased Damage over Time while Dual Wielding damageabyss_jewel_summoner 0
two_handed_mod 0
shield_mod 0
abyss_jewel_caster 200
default 100
Degenerative1Prefix(10–14)% increased Damage over Time while wielding a Two Handed Weapon damageabyss_jewel_summoner 0
one_handed_mod 0
abyss_jewel_caster 900
default 450
Deleterious60Prefix(15–18)% increased Damage over Time while wielding a Two Handed Weapon damageabyss_jewel_summoner 0
one_handed_mod 0
abyss_jewel_caster 300
default 150
Degenerative1Prefix(10–14)% increased Damage over Time while holding a Shield damageabyss_jewel_summoner 0
two_handed_mod 0
dual_wielding_mod 0
abyss_jewel_caster 600
default 300
Deleterious60Prefix(15–18)% increased Damage over Time while holding a Shield damageabyss_jewel_summoner 0
two_handed_mod 0
dual_wielding_mod 0
abyss_jewel_caster 200
default 100
of Mangling84SuffixEnemies Maimed by you take (4–5)% increased Damage Over Time damageabyss_jewel_melee 500
abyss_jewel_ranged 500
abyss_jewel_caster 100
abyss_jewel_summoner 100
default 0
Cluster Jewel mods /3
NameLevelPre/SufDescriptionWeight
of Decline1SuffixAdded Small Passive Skills also grant: 1% increased Damage over Time damageaffliction_fire_damage_over_time_multiplier 350
affliction_chaos_damage_over_time_multiplier 350
affliction_physical_damage_over_time_multiplier 350
affliction_cold_damage_over_time_multiplier 350
affliction_damage_over_time_multiplier 350
default 0
of Degeneration68SuffixAdded Small Passive Skills also grant: 2% increased Damage over Time damageaffliction_fire_damage_over_time_multiplier 350
affliction_chaos_damage_over_time_multiplier 350
affliction_physical_damage_over_time_multiplier 350
affliction_cold_damage_over_time_multiplier 350
affliction_damage_over_time_multiplier 350
default 0
of Disintegration84SuffixAdded Small Passive Skills also grant: 3% increased Damage over Time damageaffliction_fire_damage_over_time_multiplier 250
affliction_chaos_damage_over_time_multiplier 250
affliction_physical_damage_over_time_multiplier 250
affliction_cold_damage_over_time_multiplier 250
affliction_damage_over_time_multiplier 250
default 0
Fossil mods /1
NameLevelPre/SufDescriptionWeight
of the Underground1Suffix+(30–40)% Chaos Resistance against Damage Over Time chaos resistanceabyss_jewel 0
jewel 0
body_armour 2000
shield 2000
quiver 2000
default 0
Crafting Bench /5
ModRequireItemClassesUnlock
(11–20)% increased Damage over Time6x Orb of AlterationOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand RangedLabyrinth Trial in The Crypt
(21–30)% increased Damage over Time2x Chaos OrbOne Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand RangedThicket Map
5% reduced Damage taken from Damage Over Time2x Regal OrbShieldMineral Pools Map
+(31–36)% Chaos Resistance against Damage Over Time4x Orb of AlterationBeltMineral Pools Map
+(37–43)% Chaos Resistance against Damage Over Time2x Chaos OrbBeltMineral Pools Map
Misc mods /3
NameLevelDomainPre/SufDescriptionWeight
1JewelUnique(8–12)% increased Damage over Time damage
of Entropy1JewelSuffix(10–12)% increased Damage over Time damagedefault 500
1JewelUniqueWith at least 40 Dexterity in Radius, Caustic Arrow deals 40% increased Damage over Time damage attack
Item /1
Apothecary's Gloves
Armour: 108–124
Energy Shield: 29–33
Requires Level 70, 46 Str, 59 Int
(14–18)% increased Damage over Time
Unique /80
+(12–16)% to Fire and Lightning Resistances
Adds (20–25) to (30–50) Fire Damage to Spells and Attacks
(25–30)% increased Lightning Damage
+(30–40) to maximum Mana
When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy
When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy
(Shock increases Damage taken by 15%, for 2 seconds)
(Ignite deals Fire Damage over time)
+(8–10)% to all Elemental Resistances
20% increased Damage with Hits and Ailments per Freeze, Shock or Ignite on Enemy
+(20–30)% to all Elemental Resistances
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
(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)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(120–140)% increased Armour and Energy Shield
30% of Physical Damage Converted to Chaos Damage
Reflects 30 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [15000]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
+(26–30)% to all Elemental Resistances
Your Fire Damage can Shock but not Ignite
Your Cold Damage can Ignite but not Freeze or Chill
Your Lightning Damage can Freeze but not Shock
(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)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
Adds (255–285) to (300–330) Fire Damage in Main Hand
Adds (255–285) to (300–330) Cold Damage in Off Hand
(10–15)% increased Attack Speed
25% chance to Ignite when in Main Hand
100% increased Damage with Ignite inflicted on Chilled Enemies
Chill Enemies for 1 second on Hit with this Weapon when in Off Hand
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Chill reduces Enemy Action Speed by 10%)
+(15–25)% to Global Critical Strike Multiplier
(60–80)% increased Physical Damage
Adds (15–20) to (25–30) Physical Damage
20% increased Attack Speed
(15–30)% increased Global Accuracy Rating
25% of Physical Damage Converted to Chaos Damage
25% of Physical Damage from Hits taken as Chaos Damage
20% chance for Poisons inflicted with this Weapon to deal 300% more Damage
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
25% chance to Maim on Hit
+30% to Quality of Socketed Support Gems
Adds (310–330) to (370–390) Physical Damage
(12–16)% increased Attack Speed
25% chance to cause Bleeding on Hit
+1 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(180–200)% increased Physical Damage
+100 to maximum Life
Regenerate 20 Life per second
1% of Physical Attack Damage Leeched as Life
50% increased Mana Cost of Skills
50% chance to cause Bleeding on Hit
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
30% increased Elemental Damage with Attack Skills
No Physical Damage
Adds (425–475) to (550–600) Fire Damage
(10–15)% increased Attack Speed
20% chance to Ignite
10% increased Physical Damage taken
10% increased Fire Damage taken
Culling Strike against Burning Enemies
Gain a Frenzy Charge if an Attack Ignites an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
(27–31)% increased Spell Damage
Adds (90–130) to (140–190) Chaos Damage to Spells
(25–30)% increased Cast Speed
+(5–10)% to Chaos Resistance
Poisons you inflict deal Damage (30–50)% faster
Lose 40 Mana when you use a Skill
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(They will deal the same total damage over a shorter duration)
(160–180)% increased Armour and Energy Shield
+(50–60)% to Fire Resistance
25% increased Movement Speed
(10–15)% chance to Ignite
(25–40)% increased Damage with Hits and Ailments against Ignited Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
50% increased Global Critical Strike Chance
+5% Chance to Block Attack Damage while Dual Wielding
(250–270)% increased Physical Damage
10% reduced Attack Speed
+(6–10)% to all Elemental Resistances
50% chance to Cause Bleeding on Critical Strike
50% chance to Cause Poison on Critical Strike
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
+(20–30)% to Fire Resistance
+(25–40)% to Cold Resistance
(25–40)% increased Attack Speed while Ignited
(25–40)% increased Cast Speed while Ignited
+25% chance to be Ignited
All Damage Taken from Hits can Ignite you
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(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)
+(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)
10% reduced Enemy Stun Threshold
Adds 3 to 6 Fire Damage
20% increased Attack Speed
500% increased Ignite Duration on Enemies
25% increased Burning Damage
30% chance to Ignite
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(8–12)% increased Spell Damage
20% increased Spell Damage
12% increased Cast Speed
Regenerate 2 Mana per second
4% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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)
10% reduced Enemy Stun Threshold
(60–80)% increased Physical Damage
Adds 10 to 15 Physical Damage
10% increased Attack Speed
1% of Physical Attack Damage Leeched as Life
3% of Attack Damage Leeched as Life against Bleeding Enemies
30% chance to cause Bleeding on Hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
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 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 higher while moving)
+(20–30)% to Fire Resistance
(30–40)% increased Fire Damage
(5–10)% increased Cast Speed
10% chance to Ignite
40% less Burning Damage
You can inflict an additional Ignite on an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
1 to 4 Added Physical Damage with Bow Attacks
+10% to all Elemental Resistances
50% increased Duration of Elemental Ailments on Enemies
10% chance to Freeze, Shock and Ignite
Gain 25% of Weapon Physical Damage as Extra Damage of a random Element
(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)
Regenerate (1.2–1.6)% of Life per second
Adds 10 to 20 Physical Damage to Attacks
+(60–70) to maximum Life
Regenerate (16–24) Life per second
100% increased Life Recovery from Flasks
Moving while Bleeding doesn't cause you to take extra Damage
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(18–25)% increased Fire Damage
(18–25)% increased Cold Damage
2% chance to Ignite
2% chance to Freeze
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(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
+5% chance to Suppress Spell Damage
(120–140)% increased Evasion and Energy Shield
+(20–30) to maximum Energy Shield
+(30–50) to maximum Life
10% increased Rarity of Items found
25% chance to Avoid Fire Damage from Hits
You always Ignite while Burning
(No chance to avoid damage can be higher than 75%)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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 higher while moving)
(80–100)% increased Armour and Evasion
+(30–40) to maximum Life
+(15–25)% to Cold Resistance
5% increased Movement Speed
20% chance to Poison on Hit with Attacks
Cannot be Poisoned
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
3% increased Movement Speed
(150–200)% increased Evasion Rating
+(31–53)% to Chaos Resistance
You can apply an additional Curse
Your Hexes can affect Hexproof Enemies
Always Poison on Hit against Cursed Enemies
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Adds 1 to 4 Physical Damage to Attacks
5% increased Global Physical Damage
Adds (10–15) to (20–25) Chaos Damage to Attacks
+(20–30) to maximum Life
Regenerate (10–15) Life per second
10% chance to Cause Monsters to Flee
Melee Attacks have (30–50)% chance to cause Bleeding
Melee Attacks have (20–40)% chance to Poison on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
+(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)
Traps and Mines have a 25% chance to Poison on Hit
Passive Skills in Radius also grant: Traps and Mines deal (2–3) to (4–6) added Physical Damage
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
+25% to Global Critical Strike Multiplier
(220–250)% increased Physical Damage
0.6% of Physical Attack Damage Leeched as Life
50% increased Melee Damage against Bleeding Enemies
Cannot Leech Life from Critical Strikes
30% chance to Blind Enemies on Critical Strike
50% chance to cause Bleeding on Critical Strike
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
40% increased Global Accuracy Rating
Adds (90–110) to (145–170) Physical Damage
30% of Physical Damage Converted to Fire Damage
25% chance to Ignite
100% increased Burning Damage if you've Ignited an Enemy Recently
Recover 1% of Life when you Ignite an Enemy
100% increased Melee Physical Damage against Ignited Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Recently refers to the past 4 seconds)
+(16–24) to Strength and Dexterity
10% chance to Ignite
(50–70)% increased Damage while Ignited
Take 100 Fire Damage when you Ignite an Enemy
2% of Fire Damage Leeched as Life while Ignited
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Socketed Gems are Supported by Level 20 Ignite Proliferation
(165–195)% increased Physical Damage
50% of Physical Damage Converted to Fire Damage
10% chance to Ignite
Recover (40–60) Life when you Ignite an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
20% increased Movement Speed
Moving while Bleeding doesn't cause you to take extra Damage
Bleeding on you expires 75% slower while Moving
Cannot be Poisoned while Bleeding
Cannot be Stunned while Bleeding
20% increased Movement Speed while Bleeding
50% chance to be inflicted with Bleeding when Hit by an Attack
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(60–100)% increased Armour
+(60–100) to maximum Life
30% increased Movement Speed
10% additional Physical Damage Reduction while stationary
Gain a Frenzy Charge on Hit while Bleeding
50% chance to be inflicted with Bleeding when Hit by an Attack
Gore Footprints
frenzy charge blood dance art variation [0]
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(160–190)% increased Physical Damage
Gain (200–300) Life per Ignited Enemy Killed
Gain 20% of Physical Damage as Extra Fire Damage
10% chance to Ignite
Projectiles Pierce all Burning Enemies
Arrows deal 30 to 50 Added Fire Damage for each time they've Pierced
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
25% chance to Maim on Hit
Trigger Level 20 Bone Nova when you Hit a Bleeding Enemy
(280–320)% increased Physical Damage
(25–30)% reduced Attack Speed
Attacks have 25% chance to inflict Bleeding when Hitting Cursed Enemies
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
40% increased Global Accuracy Rating
Grants Level 25 Envy Skill
Minions have +29% to Chaos Resistance
Minions have 60% chance to Poison Enemies on Hit
Minions Recover 10% of Life on Killing a Poisoned Enemy
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
40% increased Global Critical Strike Chance
100% chance to Trigger Level 1 Raise Spiders on Kill
(170–200)% increased Physical Damage
Adds (8–13) to (20–30) Physical Damage
Adds 1 to 59 Chaos Damage
15% chance to Poison on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
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)
+(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 higher while moving)
Adds (16–20) to (25–30) Cold Damage to Spells and Attacks
+(60–70) to maximum Life
+(30–40)% to Cold Resistance
Your Cold Damage can Poison
50% less Poison Duration
Cold Skills have 20% chance to Poison on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Adds (16–20) to (25–30) Fire Damage to Spells and Attacks
+(60–70) to maximum Life
+(30–40)% to Fire Resistance
Your Fire Damage can Poison
50% less Poison Duration
Fire Skills have 20% chance to Poison on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Adds (1–3) to (42–47) Lightning Damage to Spells and Attacks
+(60–70) to maximum Life
+(30–40)% to Lightning Resistance
Your Lightning Damage can Poison
50% less Poison Duration
Lightning Skills have 20% chance to Poison on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Grants Level 20 Summon Bestial Snake Skill
+(300–400) to Accuracy Rating
(130–150)% increased Evasion Rating
+(90–100) to maximum Life
Projectile Attack Skills have (40–60)% increased Critical Strike Chance
Projectiles from Attacks have 20% chance to Poison on Hit while
you have a Bestial Minion
Adds (13–19) to (23–29) Chaos Damage to Attacks while you have a Bestial Minion
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Grants Level 20 Summon Bestial Ursa Skill
+(300–400) to Accuracy Rating
(130–150)% increased Evasion Rating
+(90–100) to maximum Life
Projectile Attack Skills have (40–60)% increased Critical Strike Chance
Projectiles from Attacks have 20% chance to inflict Bleeding on Hit while
you have a Bestial Minion
Adds (11–16) to (21–25) Physical Damage to Attacks while you have a Bestial Minion
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
Grants 40 Life per Enemy Hit
(150–170)% increased Physical Damage
(20–25)% increased Attack Speed
(20–25)% increased Critical Strike Chance
+(330–350) to Accuracy Rating
20% chance to Poison on Hit
Attacks with this Weapon deal 80 to 120 added Chaos Damage against
Enemies affected by at least 5 Poisons
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
30% increased Global Critical Strike Chance
(180–200)% increased Physical Damage
(10–15)% increased Attack Speed
(15–20)% increased Poison Duration
0.5% of Attack Damage Leeched as Mana against Poisoned Enemies
0.5% of Attack Damage Leeched as Life against Maimed Enemies
(15–20)% chance to Maim on Hit
20% chance to Poison on Hit
(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)
(Maimed enemies have 30% reduced Movement Speed)
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
+(25–35) to Strength
(20–30)% increased Fire Damage
+(300–350) to Armour
+(30–35)% to Cold Resistance
+(30–35)% to Lightning Resistance
0.6% of Fire Damage Leeched as Life
(20–30)% chance to Ignite during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(30–40)% increased Armour while Bleeding
Bleeding you inflict is Reflected to you
+1% to Chaos Resistance per Poison on you
Poison you inflict is Reflected to you if you have fewer than 100 Poisons on you
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Corrupted
40% increased Global Critical Strike Chance
Adds (85–110) to (135–150) Physical Damage
Adds (130–160) to (220–240) Fire Damage
50% chance to cause Bleeding on Hit
(70–100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70–100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
Every 8 seconds, gain Avatar of Fire for 4 seconds
(160–200)% increased Critical Strike Chance while you have Avatar of Fire
50% of Physical Damage Converted to Fire while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
+(10–16) to all Attributes
(30–40)% increased Damage over Time
Adds (17–19) to (23–29) Chaos Damage
+(50–70) to maximum Life
+(17–23)% to Chaos Resistance
Despair has no Reservation if Cast as an Aura
Gain Maddening Presence for 10 seconds when you Kill a Rare or Unique Enemy
(Nearby Enemies will be afflicted with Malignant Madness, reducing their Damage and Action Speed by 10%)
+(400–500) to Accuracy Rating
(100–140)% increased Armour and Evasion
+(50–70) to maximum Life
Attacks always inflict Bleeding while you have Cat's Stealth
(40–50)% increased Damage with Hits and Ailments against Bleeding Enemies
You have Crimson Dance while you have Cat's Stealth
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(You can inflict Bleeding on an Enemy up to 8 times, Your Bleeding does not deal extra Damage while the Enemy is moving, 50% less Damage with Bleeding)
10% increased Attack Speed
(260–300)% increased Evasion and Energy Shield
(20–30)% increased Rarity of Items found
+(30–40)% to Fire Resistance
20% increased Movement Speed
(10–20)% increased Movement Speed while Ignited
+25% chance to be Ignited
Regenerate (75–125) Life per second while Ignited
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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 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, 50% less Damage with Bleeding)
+400 to Accuracy Rating
(180–210)% increased Physical Damage
(10–15)% increased Attack Speed
50% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Hits with this Weapon Freeze Enemies as though dealing (150–200)% more Damage
Hits with this Weapon Shock Enemies as though dealing (150–200)% more Damage
Ignites inflicted with this Weapon deal (50–75)% more Damage
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(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)
+400 to Accuracy Rating
(180–210)% increased Physical Damage
(10–15)% increased Attack Speed
100% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Hits with this Weapon deal (30–60)% increased Damage to Ignited Enemies
Hits with this Weapon deal (30–60)% increased Damage to Frozen Enemies
Hits with this Weapon deal (30–60)% increased Damage to Shocked Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(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)
6% increased Movement Speed
(60–80)% increased Physical Damage
(25–35)% increased Critical Strike Chance
50% chance to inflict Bleeding on Critical Strike with Attacks
Enemies you inflict Bleeding on grant (60–100)% increased Flask Charges
Adds (100–120) to (150–165) Physical Damage against Bleeding Enemies
50% chance to Maim Enemies on Critical Strike with Attacks
veiled mod seed [1,30000]
veiled mod type [2]
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Maimed enemies have 30% reduced Movement Speed)
[One to three random synthesis implicit modifiers]
(20–30)% increased Damage over Time
(250–300)% increased Evasion and Energy Shield
+(20–30)% to Lightning Resistance
Enemies you kill are Shocked
Shocks you inflict spread to other Enemies within 1.5 metres
(Shock increases Damage taken by 15%, for 2 seconds)
(80–120)% increased Armour and Energy Shield
Minions convert 25% of Physical Damage to Fire Damage per Red Socket
Minions convert 25% of Physical Damage to Cold Damage per Green Socket
Minions convert 25% of Physical Damage to Lightning Damage per Blue Socket
Minions convert 25% of Physical Damage to Chaos Damage per White Socket
Minions have (5–10)% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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)
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 higher while moving)
(Chill reduces Enemy Action Speed by 10% for 2 seconds)
+(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
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
+(20–30)% to Fire Resistance
(30–40)% increased Fire Damage
(5–10)% increased Cast Speed
90% reduced Ignite Duration on Enemies
10% chance to Ignite
Ignites you inflict deal Damage (35–45)% faster
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(They will deal the same total damage over a shorter duration)
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 higher while moving)
+(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)
(70–130)% increased Armour and Energy Shield
+(50–70) to maximum Life
Gain Sacrificial Zeal when you use a Skill, dealing you 150% of the Skill's Mana Cost as Physical Damage per Second
Hits Overwhelm (10–15)% of Physical Damage Reduction while you have Sacrificial Zeal
(Sacrificial Zeal grants Added Spell Physical Damage equal to 25% of the Skill's Mana Cost, and causes you to take Physical Damage over Time, for 4 seconds)
(Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
(170–250)% increased Evasion Rating
+(19–29)% to Chaos Resistance
15% increased Damage for each Poison on you up to a maximum of 75%
10% increased Movement Speed for each Poison on you up to a maximum of 50%
Poison you inflict with Travel Skills is Reflected to you if you
have fewer than 5 Poisons on you
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
+(13–17)% to Chaos Resistance
+(80–100) to maximum Life
30% increased Movement Speed
You gain 3 Grasping Vines when you take a Critical Strike
Nearby stationary Enemies gain a Grasping Vine every 0.5 seconds
All Damage inflicts Poison against Enemies affected by at least 3 Grasping Vines
You take (30–50)% reduced Extra Damage from Critical Strikes by Poisoned Enemies
(Up to 10 Vines can grasp you, inflicting 8% less Movement Speed per Vine. Broken by moving)
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(60–120)% increased Armour and Energy Shield
30% of Physical Damage Converted to Chaos Damage
Reflects 5 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [600]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
Grants Level 2 Blight Skill
(20–30)% increased Damage over Time
(100–120)% increased Energy Shield
10% increased Area of Effect
Blight has (20–30)% increased Hinder Duration
You cannot be Hindered
+(15–30) to maximum Life
20% increased Movement Speed
Moving while Bleeding doesn't cause you to take extra Damage
20% increased Movement Speed while Bleeding
50% chance to be inflicted with Bleeding when Hit by an Attack
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
+(20–30)% to Fire Resistance
(10–20)% increased Fire Damage
(5–10)% increased Cast Speed
10% chance to Ignite
40% less Burning Damage
You can inflict an additional Ignite on an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(20–30) to Intelligence
+(20–25)% to all Elemental Resistances
(20–25)% chance to Freeze, Shock and Ignite
Cursed Enemies cannot inflict Elemental Ailments on You
(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)
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)
+(15–25) to maximum Energy Shield
(30–40)% increased Spell Damage
+(60–80) to maximum Mana
(5–10)% chance to Freeze, Shock and Ignite
Spells cause you to gain Energy Shield equal to their Upfront
Cost every fifth time you Pay it
(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)
(Upfront Costs are all Costs that are not paid per-second)
Passive /11
30% increased Physical Damage with Bows
50% increased Stun Duration with Bows on Enemies
30% increased Damage Over Time with Bow Skills
20% increased Damage with Bows
6% increased Attack Speed with Bows
10% increased Accuracy Rating with Bows
20% increased Damage Over Time with Bow Skills
+12% to all Elemental Resistances
24% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
23% increased Damage over Time
10% increased Skill Effect Duration
30% increased Damage with Bows
+200 to Evasion Rating
6% increased Movement Speed
30% increased Damage Over Time with Bow Skills
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
30% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(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)
24% increased Damage with Bows
6% increased Attack Speed with Bows
16% increased Accuracy Rating with Bows
24% increased Damage Over Time with Bow Skills
30% increased Damage Over Time with Bow Skills
Damaging Ailments deal damage 10% faster
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Minions have 15% additional Physical Damage Reduction
Minions have +15% to all Elemental Resistances
Moving while Bleeding doesn't cause Minions to take extra Damage
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
Take 50% less Damage over Time if you've started taking Damage over Time in the past second
100% more Duration of Ailments on you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
15% increased Life Recovery from Flasks
25% less Damage over Time taken during Effect of any Life Flask
Ascendancy Passive /7
Ascendancy: Chieftain
Character: Marauder
Nearby Enemy Monsters' Fire Resistance against
Damage over Time is -20% while you are Stationary
Nearby Enemy Monsters have no Fire Resistance against
Damage over Time while you are Stationary
Ascendancy: Occultist
Character: Witch
Radius: 60
+60% to Chaos Resistance
15% more Chaos Damage
Every second, inflict Withered on nearby Enemies for 15 seconds
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Nearby Hindered Enemies deal 15% reduced Damage over Time
Ascendancy: Elementalist
Character: Witch
Hits always Ignite
All Damage can Ignite
25% more Damage with Ignites you inflict with Hits for which the highest Damage Type is Fire
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Ascendancy: Gladiator
Character: Duelist
Bleeding Enemies you Kill Explode, dealing 10% of
their Maximum Life as Physical Damage
20% more Physical Damage over Time
Ascendancy: Gladiator
Character: Duelist
Attacks have 50% chance to cause Bleeding
Attacks Maim on Hit against Bleeding Enemies
25% chance to Blind with Hits against Bleeding Enemies
Enemies Maimed by you take 10% increased Physical Damage
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Maimed enemies have 30% reduced Movement Speed)
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
Ascendancy: Assassin
Character: Shadow
40% chance to Poison on Hit
5% increased Poison Duration for each Poison you have inflicted Recently, up to a maximum of 100%
Recover 0.5% of Life per Poison affecting Enemies you Kill
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(Recently refers to the past 4 seconds)
Ascendancy: Trickster
Character: Shadow
Every 10 seconds:
Take 40% less Damage from Hits for 5 seconds
Take 40% less Damage over Time for 5 seconds
(These are consecutive)
trickster damage over time taken +% final [-40]
trickster hit damage taken +% final [-40]
Cluster Jewel Passive /12
Attack Projectiles always inflict Bleeding and Maim, and Knock Back Enemies
Projectiles cannot Pierce, Fork or Chain
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Maimed enemies have 30% reduced Movement Speed)
You can only have one Herald
50% more Effect of Herald Buffs on you
100% more Damage with Hits from Herald Skills
50% more Damage Over Time with Herald Skills
Minions from Herald Skills deal 25% more Damage
Your Aura Skills are Disabled
10% chance to Ignite
Ignites you inflict deal Damage 8% faster
(They will deal the same total damage over a shorter duration)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
24% increased Damage over Time
10% increased Flask Charges gained
20% increased Life and Mana Recovery from Flasks
10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
15% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(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)
25% increased Damage over Time
15% increased Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
15% chance to Ignite
Enemies Ignited by you have -5% to Fire Resistance
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
24% increased Damage over Time
4% increased maximum Life
Regenerate 0.6% of Life per second
30% increased Damage over Time while affected by a Herald
Herald Skills deal 50% increased Damage over Time
25% increased Damage over Time
+13% to Chaos Resistance
Attacks have 10% chance to cause Bleeding
10% chance to Impale Enemies on Hit with Attacks
15% increased Effect of Impales inflicted by Hits that also inflict Bleeding
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)
24% increased Damage over Time
6% increased maximum Energy Shield
Regenerate 2% of Energy Shield per second if you've Killed an Enemy Recently
(Recently refers to the past 4 seconds)
Timeless Jewel Passive /2
FactionCategoryNameShow Full Descriptions
VaalPassiveDamage Over Time
(7–12)% increased Damage over Time
VaalNotableExquisite Pain
(25–35)% increased Damage over Time
(7–11)% increased Skill Effect Duration
Timeless Jewel Passive Additions /1
FactionCategoryShow Full DescriptionsCode
VaalNotable
(7–12)% increased Damage over Timevaal_small_damage_over_time
Elevated modifier List /3
NameLvModsElevated Mods
Warlord's68(18–22)% increased Damage over Time
Group: 909
(23–26)% increased Damage over Time
Warlord's70(23–26)% increased Damage over Time
Group: 909
(27–30)% increased Damage over Time
Warlord's73(27–30)% increased Damage over Time
Group: 909
(31–38)% increased Damage over Time
Skill Gem /1
Support Gem Quality /1
ItemStats
Critical Strike Affliction SupportSupported Skills have +(0–10)% Damage over Time Multiplier for Ailments from Critical Strikes
Item mods /182
NameLevelPre/SufDescriptionWeight
The Elder's68Prefix+(37–42)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attack ailmentbow_elder 500
2h_axe_elder 500
2h_mace_elder 500
2h_sword_elder 500
sword_elder 500
axe_elder 500
mace_elder 500
claw_elder 500
sceptre_elder 500
dagger_elder 500
rune_dagger_elder 500
wand_elder 500
staff_elder 500
warstaff_elder 500
default 0
The Elder's75Prefix+(43–50)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attack ailmentbow_elder 500
2h_axe_elder 500
2h_mace_elder 500
2h_sword_elder 500
sword_elder 500
axe_elder 500
mace_elder 500
claw_elder 500
sceptre_elder 500
dagger_elder 500
rune_dagger_elder 500
wand_elder 500
staff_elder 500
warstaff_elder 500
default 0
The Elder's83Prefix+(51–59)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attack ailmentbow_elder 500
2h_axe_elder 500
2h_mace_elder 500
2h_sword_elder 500
sword_elder 500
axe_elder 500
mace_elder 500
claw_elder 500
sceptre_elder 500
dagger_elder 500
rune_dagger_elder 500
wand_elder 500
staff_elder 500
warstaff_elder 500
default 0
The Elder's68Prefix+(37–42)% to Damage over Time Multiplier for Poison inflicted with this Weapon poison chaos attack ailmentbow_elder 500
2h_axe_elder 500
2h_mace_elder 500
2h_sword_elder 500
sword_elder 500
axe_elder 500
mace_elder 500
claw_elder 500
sceptre_elder 500
dagger_elder 500
rune_dagger_elder 500
wand_elder 500
staff_elder 500
warstaff_elder 500
default 0
The Elder's75Prefix+(43–50)% to Damage over Time Multiplier for Poison inflicted with this Weapon poison chaos attack ailmentbow_elder 500
2h_axe_elder 500
2h_mace_elder 500
2h_sword_elder 500
sword_elder 500
axe_elder 500
mace_elder 500
claw_elder 500
sceptre_elder 500
dagger_elder 500
rune_dagger_elder 500
wand_elder 500
staff_elder 500
warstaff_elder 500
default 0
The Elder's83Prefix+(51–59)% to Damage over Time Multiplier for Poison inflicted with this Weapon poison chaos attack ailmentbow_elder 500
2h_axe_elder 500
2h_mace_elder 500
2h_sword_elder 500
sword_elder 500
axe_elder 500
mace_elder 500
claw_elder 500
sceptre_elder 500
dagger_elder 500
rune_dagger_elder 500
wand_elder 500
staff_elder 500
warstaff_elder 500
default 0
of the Elder68Suffix+(11–15)% to Chaos Damage over Time Multiplier damage chaosgloves_elder 200
amulet_elder 400
default 0
of the Elder80Suffix+(16–20)% to Chaos Damage over Time Multiplier damage chaosgloves_elder 200
amulet_elder 400
default 0
of Shaping68Suffix+(11–15)% to Cold Damage over Time Multiplier damage elemental coldgloves_shaper 200
amulet_shaper 400
default 0
of Shaping80Suffix+(16–20)% to Cold Damage over Time Multiplier damage elemental coldgloves_shaper 200
amulet_shaper 400
default 0
of Shaping68Suffix+(11–15)% to Fire Damage over Time Multiplier damage elemental firegloves_shaper 200
amulet_shaper 400
default 0
of Shaping80Suffix+(16–20)% to Fire Damage over Time Multiplier damage elemental firegloves_shaper 200
amulet_shaper 400
default 0
of the Elder68Suffix+(11–15)% to Physical Damage over Time Multiplier damage physicalgloves_elder 200
amulet_elder 400
default 0
of the Elder80Suffix+(16–20)% to Physical Damage over Time Multiplier damage physicalgloves_elder 200
amulet_elder 400
default 0
of Acrimony44Suffix+(7–11)% to Damage over Time Multiplier damagebow 300
one_hand_weapon 300
amulet 300
default 0
of Dispersion55Suffix+(12–15)% to Damage over Time Multiplier damagebow 300
one_hand_weapon 300
amulet 300
default 0
of Liquefaction68Suffix+(16–19)% to Damage over Time Multiplier damagebow 300
one_hand_weapon 300
amulet 300
default 0
of Melting76Suffix+(20–23)% to Damage over Time Multiplier damagebow 300
one_hand_weapon 300
amulet 300
default 0
of Dissolution82Suffix+(24–26)% to Damage over Time Multiplier damagebow 300
one_hand_weapon 300
amulet 300
default 0
of Acrimony44Suffix+(16–21)% to Damage over Time Multiplier damagebow 0
two_hand_weapon 300
default 0
of Dispersion55Suffix+(24–29)% to Damage over Time Multiplier damagebow 0
two_hand_weapon 300
default 0
of Liquefaction68Suffix+(31–35)% to Damage over Time Multiplier damagebow 0
two_hand_weapon 300
default 0
of Melting76Suffix+(36–40)% to Damage over Time Multiplier damagebow 0
two_hand_weapon 300
default 0
of Dissolution82Suffix+(41–45)% to Damage over Time Multiplier damagebow 0
two_hand_weapon 300
default 0
of Acrimony44Suffix+(7–11)% to Damage over Time Multiplier with Attack Skills damage attackquiver 300
default 0
of Dispersion55Suffix+(12–15)% to Damage over Time Multiplier with Attack Skills damage attackquiver 300
default 0
of Liquefaction68Suffix+(16–19)% to Damage over Time Multiplier with Attack Skills damage attackquiver 300
default 0
of Melting76Suffix+(20–23)% to Damage over Time Multiplier with Attack Skills damage attackquiver 300
default 0
of Dissolution82Suffix+(24–26)% to Damage over Time Multiplier with Attack Skills damage attackquiver 300
default 0
of Waning4Suffix+(26–35)% to Chaos Damage over Time Multiplier damage chaosstaff 400
default 0
of Wasting12Suffix+(36–45)% to Chaos Damage over Time Multiplier damage chaosstaff 300
default 0
of Deteriorating36Suffix+(46–55)% to Chaos Damage over Time Multiplier damage chaosstaff 200
default 0
of Atrophying64Suffix+(56–65)% to Chaos Damage over Time Multiplier damage chaosstaff 100
default 0
of Disintegrating78Suffix+(66–75)% to Chaos Damage over Time Multiplier damage chaosstaff 50
default 0
of Waning4Suffix+(14–18)% to Chaos Damage over Time Multiplier damage chaoswand 400
dagger 400
default 0
of Wasting12Suffix+(19–23)% to Chaos Damage over Time Multiplier damage chaoswand 300
dagger 300
default 0
of Deteriorating36Suffix+(24–28)% to Chaos Damage over Time Multiplier damage chaoswand 200
dagger 200
default 0
of Atrophying64Suffix+(29–33)% to Chaos Damage over Time Multiplier damage chaoswand 100
dagger 100
default 0
of Disintegrating78Suffix+(34–38)% to Chaos Damage over Time Multiplier damage chaoswand 50
dagger 50
default 0
of the Inclement4Suffix+(26–35)% to Cold Damage over Time Multiplier damage elemental coldattack_staff 0
staff 400
default 0
of the Bleak12Suffix+(36–45)% to Cold Damage over Time Multiplier damage elemental coldattack_staff 0
staff 300
default 0
of the Boreal36Suffix+(46–55)% to Cold Damage over Time Multiplier damage elemental coldattack_staff 0
staff 200
default 0
of the Gelid64Suffix+(56–65)% to Cold Damage over Time Multiplier damage elemental coldattack_staff 0
staff 100
default 0
of Heartstopping78Suffix+(66–75)% to Cold Damage over Time Multiplier damage elemental coldattack_staff 0
staff 50
default 0
of the Inclement4Suffix+(14–18)% to Cold Damage over Time Multiplier damage elemental coldattack_dagger 0
wand 300
sceptre 300
dagger 300
default 0
of the Bleak12Suffix+(19–23)% to Cold Damage over Time Multiplier damage elemental coldattack_dagger 0
wand 220
sceptre 220
dagger 220
default 0
of the Boreal36Suffix+(24–28)% to Cold Damage over Time Multiplier damage elemental coldattack_dagger 0
wand 140
sceptre 140
dagger 140
default 0
of the Gelid64Suffix+(29–33)% to Cold Damage over Time Multiplier damage elemental coldattack_dagger 0
wand 70
sceptre 70
dagger 70
default 0
of Heartstopping78Suffix+(34–38)% to Cold Damage over Time Multiplier damage elemental coldattack_dagger 0
wand 35
sceptre 35
dagger 35
default 0
of the Earnest4Suffix+(26–35)% to Fire Damage over Time Multiplier damage elemental firestaff 400
default 0
of the Fervid12Suffix+(36–45)% to Fire Damage over Time Multiplier damage elemental firestaff 300
default 0
of the Ardent36Suffix+(46–55)% to Fire Damage over Time Multiplier damage elemental firestaff 200
default 0
of the Zealous64Suffix+(56–65)% to Fire Damage over Time Multiplier damage elemental firestaff 100
default 0
of the Fanatical78Suffix+(66–75)% to Fire Damage over Time Multiplier damage elemental firestaff 50
default 0
of the Earnest4Suffix+(14–18)% to Fire Damage over Time Multiplier damage elemental firewand 300
sceptre 300
default 0
of the Fervid12Suffix+(19–23)% to Fire Damage over Time Multiplier damage elemental firewand 220
sceptre 220
default 0
of the Ardent36Suffix+(24–28)% to Fire Damage over Time Multiplier damage elemental firewand 140
sceptre 140
default 0
of the Zealous64Suffix+(29–33)% to Fire Damage over Time Multiplier damage elemental firewand 70
sceptre 70
default 0
of the Fanatical78Suffix+(34–38)% to Fire Damage over Time Multiplier damage elemental firewand 35
sceptre 35
default 0
of Seeping4Suffix+(26–35)% to Physical Damage over Time Multiplier damage physicalstaff 400
default 0
of Spilling12Suffix+(36–45)% to Physical Damage over Time Multiplier damage physicalstaff 300
default 0
of Phlebotomising36Suffix+(46–55)% to Physical Damage over Time Multiplier damage physicalstaff 200
default 0
of Hemorrhaging64Suffix+(56–65)% to Physical Damage over Time Multiplier damage physicalstaff 100
default 0
of Exsanguinating78Suffix+(66–75)% to Physical Damage over Time Multiplier damage physicalstaff 50
default 0
of Seeping4Suffix+(14–18)% to Physical Damage over Time Multiplier damage physicalwand 300
default 0
of Spilling12Suffix+(19–23)% to Physical Damage over Time Multiplier damage physicalwand 220
default 0
of Phlebotomising36Suffix+(24–28)% to Physical Damage over Time Multiplier damage physicalwand 140
default 0
of Hemorrhaging64Suffix+(29–33)% to Physical Damage over Time Multiplier damage physicalwand 70
default 0
of Exsanguinating78Suffix+(34–38)% to Physical Damage over Time Multiplier damage physicalwand 35
default 0
of the Hunt68Suffix+(11–15)% to Fire Damage over Time Multiplier damage elemental firegloves_basilisk 500
amulet_basilisk 500
default 0
of the Hunt80Suffix+(16–20)% to Fire Damage over Time Multiplier damage elemental firegloves_basilisk 500
amulet_basilisk 500
default 0
of the Hunt68Suffix+(11–15)% to Cold Damage over Time Multiplier damage elemental coldgloves_basilisk 500
amulet_basilisk 500
default 0
of the Hunt80Suffix+(16–20)% to Cold Damage over Time Multiplier damage elemental coldgloves_basilisk 500
amulet_basilisk 500
default 0
of the Hunt68Suffix+(11–15)% to Chaos Damage over Time Multiplier damage chaosgloves_basilisk 500
amulet_basilisk 500
default 0
of the Hunt80Suffix+(16–20)% to Chaos Damage over Time Multiplier damage chaosgloves_basilisk 500
amulet_basilisk 500
default 0
of the Hunt68Suffix+(11–15)% to Physical Damage over Time Multiplier damage physicalgloves_basilisk 500
amulet_basilisk 500
default 0
of the Hunt80Suffix+(16–20)% to Physical Damage over Time Multiplier damage physicalgloves_basilisk 500
amulet_basilisk 500
default 0
of the Hunt68Suffix+(16–20)% to Chaos Damage over Time Multiplier with Attack Skills damage chaos attackquiver_basilisk 500
default 0
of the Hunt80Suffix+(21–25)% to Chaos Damage over Time Multiplier with Attack Skills damage chaos attackquiver_basilisk 500
default 0
of the Hunt68Suffix+(16–20)% to Physical Damage over Time Multiplier with Attack Skills damage physical attackquiver_basilisk 500
default 0
of the Hunt80Suffix+(21–25)% to Physical Damage over Time Multiplier with Attack Skills damage physical attackquiver_basilisk 500
default 0
of the Hunt68Suffix+(16–20)% to Fire Damage over Time Multiplier with Attack Skills damage elemental fire attackquiver_basilisk 500
default 0
of the Hunt80Suffix+(21–25)% to Fire Damage over Time Multiplier with Attack Skills damage elemental fire attackquiver_basilisk 500
default 0
68ScourgeUpside+(11–13)% to Fire Damage over Time Multiplier damage elemental firewand 500
sceptre 500
default 0
68ScourgeUpside+(14–16)% to Fire Damage over Time Multiplier damage elemental firewand 500
sceptre 500
default 0
68ScourgeUpside+(16–19)% to Fire Damage over Time Multiplier damage elemental firestaff 500
default 0
68ScourgeUpside+(21–24)% to Fire Damage over Time Multiplier damage elemental firestaff 500
default 0
68ScourgeUpside+(11–13)% to Cold Damage over Time Multiplier damage elemental coldwand 500
sceptre 500
default 0
68ScourgeUpside+(14–16)% to Cold Damage over Time Multiplier damage elemental coldwand 500
sceptre 500
default 0
68ScourgeUpside+(16–19)% to Cold Damage over Time Multiplier damage elemental coldstaff 500
default 0
68ScourgeUpside+(21–24)% to Cold Damage over Time Multiplier damage elemental coldstaff 500
default 0
68ScourgeUpside+(11–13)% to Physical Damage over Time Multiplier damage physicalwand 500
sceptre 500
default 0
68ScourgeUpside+(14–16)% to Physical Damage over Time Multiplier damage physicalwand 500
sceptre 500
default 0
68ScourgeUpside+(16–19)% to Physical Damage over Time Multiplier damage physicalstaff 500
default 0
68ScourgeUpside+(21–24)% to Physical Damage over Time Multiplier damage physicalstaff 500
default 0
68ScourgeUpside+(11–13)% to Chaos Damage over Time Multiplier damage chaoswand 500
sceptre 500
default 0
68ScourgeUpside+(14–16)% to Chaos Damage over Time Multiplier damage chaoswand 500
sceptre 500
default 0
68ScourgeUpside+(16–19)% to Chaos Damage over Time Multiplier damage chaosstaff 500
default 0
68ScourgeUpside+(21–24)% to Chaos Damage over Time Multiplier damage chaosstaff 500
default 0
45ScourgeUpside+(8–10)% to Damage over Time Multiplier damageamulet 100
default 0
68ScourgeUpside+(11–13)% to Damage over Time Multiplier damageamulet 100
default 0
68ScourgeUpside+(14–16)% to Damage over Time Multiplier damageamulet 100
default 0
45ScourgeDownside(-30–-24)% to Damage over Time Multiplier damageamulet 250
default 0
68ScourgeDownside(-39–-33)% to Damage over Time Multiplier damageamulet 250
default 0
75RedImplicit+(5–7)% to Fire Damage over Time Multiplier damage elemental fireno_tier_6_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(8–10)% to Fire Damage over Time Multiplier damage elemental fireno_tier_5_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(11–13)% to Fire Damage over Time Multiplier damage elemental fireno_tier_4_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(14–16)% to Fire Damage over Time Multiplier damage elemental fireno_tier_3_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(17–18)% to Fire Damage over Time Multiplier damage elemental fireno_tier_2_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(19–20)% to Fire Damage over Time Multiplier damage elemental fireno_tier_1_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(17–19)% to Fire Damage over Time Multiplier damage elemental fireno_tier_5_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(20–22)% to Fire Damage over Time Multiplier damage elemental fireno_tier_4_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(23–25)% to Fire Damage over Time Multiplier damage elemental fireno_tier_3_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(26–27)% to Fire Damage over Time Multiplier damage elemental fireno_tier_2_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(28–29)% to Fire Damage over Time Multiplier damage elemental fireno_tier_1_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(29–31)% to Fire Damage over Time Multiplier damage elemental fireno_tier_4_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(32–34)% to Fire Damage over Time Multiplier damage elemental fireno_tier_3_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(35–36)% to Fire Damage over Time Multiplier damage elemental fireno_tier_2_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(37–38)% to Fire Damage over Time Multiplier damage elemental fireno_tier_1_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicit+(5–7)% to Cold Damage over Time Multiplier damage elemental coldno_tier_6_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(8–10)% to Cold Damage over Time Multiplier damage elemental coldno_tier_5_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(11–13)% to Cold Damage over Time Multiplier damage elemental coldno_tier_4_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(14–16)% to Cold Damage over Time Multiplier damage elemental coldno_tier_3_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(17–18)% to Cold Damage over Time Multiplier damage elemental coldno_tier_2_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(19–20)% to Cold Damage over Time Multiplier damage elemental coldno_tier_1_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(17–19)% to Cold Damage over Time Multiplier damage elemental coldno_tier_5_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(20–22)% to Cold Damage over Time Multiplier damage elemental coldno_tier_4_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(23–25)% to Cold Damage over Time Multiplier damage elemental coldno_tier_3_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(26–27)% to Cold Damage over Time Multiplier damage elemental coldno_tier_2_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(28–29)% to Cold Damage over Time Multiplier damage elemental coldno_tier_1_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(29–31)% to Cold Damage over Time Multiplier damage elemental coldno_tier_4_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(32–34)% to Cold Damage over Time Multiplier damage elemental coldno_tier_3_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(35–36)% to Cold Damage over Time Multiplier damage elemental coldno_tier_2_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(37–38)% to Cold Damage over Time Multiplier damage elemental coldno_tier_1_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicit+(5–7)% to Physical Damage over Time Multiplier damage physicalno_tier_6_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(8–10)% to Physical Damage over Time Multiplier damage physicalno_tier_5_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(11–13)% to Physical Damage over Time Multiplier damage physicalno_tier_4_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(14–16)% to Physical Damage over Time Multiplier damage physicalno_tier_3_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(17–18)% to Physical Damage over Time Multiplier damage physicalno_tier_2_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(19–20)% to Physical Damage over Time Multiplier damage physicalno_tier_1_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(17–19)% to Physical Damage over Time Multiplier damage physicalno_tier_5_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(20–22)% to Physical Damage over Time Multiplier damage physicalno_tier_4_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(23–25)% to Physical Damage over Time Multiplier damage physicalno_tier_3_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(26–27)% to Physical Damage over Time Multiplier damage physicalno_tier_2_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(28–29)% to Physical Damage over Time Multiplier damage physicalno_tier_1_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(29–31)% to Physical Damage over Time Multiplier damage physicalno_tier_4_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(32–34)% to Physical Damage over Time Multiplier damage physicalno_tier_3_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(35–36)% to Physical Damage over Time Multiplier damage physicalno_tier_2_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(37–38)% to Physical Damage over Time Multiplier damage physicalno_tier_1_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicit+(5–7)% to Chaos Damage over Time Multiplier damage chaosno_tier_6_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(8–10)% to Chaos Damage over Time Multiplier damage chaosno_tier_5_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(11–13)% to Chaos Damage over Time Multiplier damage chaosno_tier_4_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(14–16)% to Chaos Damage over Time Multiplier damage chaosno_tier_3_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(17–18)% to Chaos Damage over Time Multiplier damage chaosno_tier_2_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicit+(19–20)% to Chaos Damage over Time Multiplier damage chaosno_tier_1_eldritch_implicit 0
gloves 600
amulet 600
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(17–19)% to Chaos Damage over Time Multiplier damage chaosno_tier_5_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(20–22)% to Chaos Damage over Time Multiplier damage chaosno_tier_4_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(23–25)% to Chaos Damage over Time Multiplier damage chaosno_tier_3_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(26–27)% to Chaos Damage over Time Multiplier damage chaosno_tier_2_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Unique Enemy is in your Presence, +(28–29)% to Chaos Damage over Time Multiplier damage chaosno_tier_1_eldritch_implicit 0
gloves 300
amulet 300
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(29–31)% to Chaos Damage over Time Multiplier damage chaosno_tier_4_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(32–34)% to Chaos Damage over Time Multiplier damage chaosno_tier_3_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(35–36)% to Chaos Damage over Time Multiplier damage chaosno_tier_2_eldritch_implicit 0
gloves 120
amulet 120
default 0
75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, +(37–38)% to Chaos Damage over Time Multiplier damage chaosno_tier_1_eldritch_implicit 0
gloves 120
amulet 120
default 0
12WeaponTree+12% to Fire Damage over Time Multiplier
-15% to Fire Resistance
one_hand_weapon 250
default 0
75WeaponTree+16% to Fire Damage over Time Multiplier
-15% to Fire Resistance
one_hand_weapon 250
default 0
12WeaponTree+24% to Fire Damage over Time Multiplier
-30% to Fire Resistance
two_hand_weapon 250
default 0
75WeaponTree+32% to Fire Damage over Time Multiplier
-30% to Fire Resistance
two_hand_weapon 250
default 0
12WeaponTree+12% to Cold Damage over Time Multiplier
-15% to Cold Resistance
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
75WeaponTree+16% to Cold Damage over Time Multiplier
-15% to Cold Resistance
two_hand_weapon 0
caster_unique_weapon 250
attack_dagger 0
wand 250
sceptre 250
dagger 250
default 0
12WeaponTree+24% to Cold Damage over Time Multiplier
-30% to Cold Resistance
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
75WeaponTree+32% to Cold Damage over Time Multiplier
-30% to Cold Resistance
one_hand_weapon 0
caster_unique_weapon 250
attack_staff 0
staff 250
default 0
12WeaponTree+12% to Chaos Damage over Time Multiplier
-15% to Chaos Resistance
one_hand_weapon 250
default 0
75WeaponTree+16% to Chaos Damage over Time Multiplier
-15% to Chaos Resistance
one_hand_weapon 250
default 0
12WeaponTree+24% to Chaos Damage over Time Multiplier
-30% to Chaos Resistance
two_hand_weapon 250
default 0
75WeaponTree+32% to Chaos Damage over Time Multiplier
-30% to Chaos Resistance
two_hand_weapon 250
default 0
12WeaponTree+12% to Physical Damage over Time Multiplier
Hits against you Overwhelm 6% of Physical Damage Reduction
one_hand_weapon 250
default 0
75WeaponTree+16% to Physical Damage over Time Multiplier
Hits against you Overwhelm 6% of Physical Damage Reduction
one_hand_weapon 250
default 0
12WeaponTree+24% to Physical Damage over Time Multiplier
Hits against you Overwhelm 12% of Physical Damage Reduction
two_hand_weapon 250
default 0
75WeaponTree+32% to Physical Damage over Time Multiplier
Hits against you Overwhelm 12% of Physical Damage Reduction
two_hand_weapon 250
default 0
1WeaponTree+10% to Wave of Conviction Damage over Time Multiplier per 0.1 seconds of Duration expiredtwo_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+15% to Wave of Conviction Damage over Time Multiplier per 0.1 seconds of Duration expiredone_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 /4
NameLevelPre/SufDescriptionWeight
Enchantment Plague Bearer Poison Dot Multiplier While Aura Active 166EnchantmentPlague Bearer Buff grants +12% to Poison Damage over Time Multiplier while Infecting poison damage chaos ailmenthelmet 100
default 0
Enchantment Plague Bearer Poison Dot Multiplier While Aura Active 275EnchantmentPlague Bearer Buff grants +20% to Poison Damage over Time Multiplier while Infecting poison damage chaos ailmenthelmet 100
default 0
Enchantment Summoned Reaper Physical Damage over time Multiplier 166EnchantmentSummoned Reaper has +12% to Physical Damage over Time Multiplier damage physical minionhelmet 100
default 0
Enchantment Summoned Reaper Physical Damage over time Multiplier 275EnchantmentSummoned Reaper has +20% to Physical Damage over Time Multiplier damage physical minionhelmet 100
default 0
Veiled mods /8
NameLevelPre/SufDescriptionWeight
of the Order60Suffix+(44–48)% to Chaos Damage over Time Multiplier damage chaosone_hand_weapon 0
bow 0
staff 1000
weapon 100
default 0
of the Order60Suffix+(24–28)% to Chaos Damage over Time Multiplier damage chaosbow 1000
two_hand_weapon 0
wand 1000
dagger 1000
sceptre 600
weapon 100
default 0
of the Order60Suffix+(44–48)% to Physical Damage over Time Multiplier damage physicalone_hand_weapon 0
bow 0
staff 1000
weapon 400
default 0
of the Order60Suffix+(24–28)% to Physical Damage over Time Multiplier damage physicalbow 400
two_hand_weapon 0
wand 1000
weapon 400
default 0
of the Order60Suffix+(44–48)% to Cold Damage over Time Multiplier damage elemental coldbow 0
staff 1000
two_hand_weapon 400
default 0
of the Order60Suffix+(24–28)% to Cold Damage over Time Multiplier damage elemental coldtwo_hand_weapon 0
wand 1000
dagger 1000
sceptre 600
weapon 400
default 0
of the Order60Suffix+(44–48)% to Fire Damage over Time Multiplier damage elemental firebow 0
staff 1000
two_hand_weapon 400
default 0
of the Order60Suffix+(24–28)% to Fire Damage over Time Multiplier damage elemental firebow 100
two_hand_weapon 0
wand 1000
dagger 1000
sceptre 600
weapon 400
default 0
Crafting Bench /24
ModRequireItemClassesUnlock
+(25–27)% to Chaos Damage over Time Multiplier8x Orb of AlterationTwo Hand MeleeBetrayal Unveil
+(28–30)% to Chaos Damage over Time Multiplier2x Orb of AlchemyTwo Hand MeleeBetrayal Unveil
+(31–35)% to Chaos Damage over Time Multiplier4x Chaos OrbTwo Hand MeleeBetrayal Unveil
+(14–15)% to Chaos Damage over Time Multiplier8x Orb of AlterationOne Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
+(16–17)% to Chaos Damage over Time Multiplier2x Orb of AlchemyOne Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
+(18–20)% to Chaos Damage over Time Multiplier4x Chaos OrbOne Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
+(25–27)% to Physical Damage over Time Multiplier8x Orb of AlterationTwo Hand MeleeBetrayal Unveil
+(28–30)% to Physical Damage over Time Multiplier2x Orb of AlchemyTwo Hand MeleeBetrayal Unveil
+(31–35)% to Physical Damage over Time Multiplier4x Chaos OrbTwo Hand MeleeBetrayal Unveil
+(14–15)% to Physical Damage over Time Multiplier8x Orb of AlterationOne Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
+(16–17)% to Physical Damage over Time Multiplier2x Orb of AlchemyOne Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
+(18–20)% to Physical Damage over Time Multiplier4x Chaos OrbOne Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
+(25–27)% to Cold Damage over Time Multiplier8x Orb of AlterationTwo Hand MeleeBetrayal Unveil
+(28–30)% to Cold Damage over Time Multiplier2x Orb of AlchemyTwo Hand MeleeBetrayal Unveil
+(31–35)% to Cold Damage over Time Multiplier4x Chaos OrbTwo Hand MeleeBetrayal Unveil
+(14–15)% to Cold Damage over Time Multiplier8x Orb of AlterationOne Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
+(16–17)% to Cold Damage over Time Multiplier2x Orb of AlchemyOne Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
+(18–20)% to Cold Damage over Time Multiplier4x Chaos OrbOne Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
+(25–27)% to Fire Damage over Time Multiplier8x Orb of AlterationTwo Hand MeleeBetrayal Unveil
+(28–30)% to Fire Damage over Time Multiplier2x Orb of AlchemyTwo Hand MeleeBetrayal Unveil
+(31–35)% to Fire Damage over Time Multiplier4x Chaos OrbTwo Hand MeleeBetrayal Unveil
+(14–15)% to Fire Damage over Time Multiplier8x Orb of AlterationOne Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
+(16–17)% to Fire Damage over Time Multiplier2x Orb of AlchemyOne Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
+(18–20)% to Fire Damage over Time Multiplier4x Chaos OrbOne Hand Melee · One Hand Ranged · Two Hand RangedBetrayal Unveil
Misc mods /12
NameLevelDomainPre/SufDescriptionWeight
1FlaskUnique+(20–30)% to Damage over Time Multiplier for Poison from Critical Strikes during Effect critical ailment
1JewelUnique+10% to Fire Damage over Time Multiplier attack
1JewelUnique+3% to Damage over Time Multiplier per 10 Intelligence on Unallocated Passives in Radius damage
of Atrophy1JewelSuffix+(6–8)% to Chaos Damage over Time Multiplier damage chaosnot_str 300
default 0
of Gelidity1JewelSuffix+(6–8)% to Cold Damage over Time Multiplier damage elemental coldnot_str 300
default 0
of Zealousness1JewelSuffix+(6–8)% to Fire Damage over Time Multiplier damage elemental firedefault 300
of Exsanguinating1JewelSuffix+(6–8)% to Physical Damage over Time Multiplier damage physicaldefault 300
of Acrimony1JewelSuffix+(4–6)% to Damage over Time Multiplier damagedefault 300
of Blazing75SanctumSpecialSuffix+(15–20)% to Fire Damage over Time Multiplier damage elemental firestr_special_relic 600
default 150
of Chilling75SanctumSpecialSuffix+(15–20)% to Cold Damage over Time Multiplier damage elemental coldint_special_relic 600
default 150
of Lacerating75SanctumSpecialSuffix+(15–20)% to Physical Damage over Time Multiplier damage physicalstr_special_relic 600
default 150
of Entropy75SanctumSpecialSuffix+(15–20)% to Chaos Damage over Time Multiplier damage chaosint_special_relic 600
default 150
Essence /1
Item /1
Sundering Axe
Physical Damage: 74-155
Critical Strike Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.3 metres
Requires Level 60, 149 Str, 76 Dex
+20% to Damage over Time Multiplier for Bleeding
Unique /17
(150–180)% increased Evasion Rating
+(60–70) to maximum Life
2% increased Attack Speed per Frenzy Charge
6% increased Accuracy Rating per Frenzy Charge
10% reduced Frenzy Charge Duration per Frenzy Charge
Attacks have 60% chance to Poison while at maximum Frenzy Charges
+5% to Damage over Time Multiplier for Poison per Frenzy Charge
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Socketed Gems are Supported by Level 20 Concentrated Effect
+50% to Cold Damage over Time Multiplier
50% increased Energy Shield
50% reduced Energy Shield Recharge Rate
+(25–75) to maximum Mana
+18% Chance to Block Attack Damage while wielding a Staff
+(40–60)% to Fire Damage over Time Multiplier
(70–90)% increased Fire Damage
10% increased Cast Speed
+2 to Level of all Fire Spell Skill Gems
Grants Level 20 Thirst for Blood Skill
(130–150)% increased Physical Damage
Adds (11–14) to (18–23) Physical Damage
25% chance to cause Bleeding on Hit
+(25–35)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon
play jack the axe sounds [1]
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
14% increased Elemental Damage
(100–140)% increased Physical Damage
40% increased Damage with Hits against Frozen Enemies
+(25–35)% to Cold Damage over Time Multiplier
(30–50)% increased Cold Damage
(5–10)% increased Attack Speed
(4–8)% increased Cast Speed
5% chance to Freeze
+10% to Fire Damage over Time Multiplier
(10–15)% increased Fire Damage
40% increased Global Accuracy Rating
+10% Chance to Block Attack Damage while Dual Wielding
Adds (60–80) to (150–180) Physical Damage
+(350–400) to Accuracy Rating
+1% to Damage over Time Multiplier for Bleeding per Rage while wielding an Axe
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
+18% Chance to Block Attack Damage while wielding a Staff
Socketed Gems are supported by Level 1 Chance to Bleed
Grants Summon Harbinger of Brutality Skill
+5% Chance to Block Attack Damage while wielding a Staff
+(30–40)% to Damage over Time Multiplier for Bleeding from Critical Strikes
Adds (160–185) to (200–225) Physical Damage
(30–40)% increased Critical Strike Chance
(Warstaves are considered Staves)
+20% Chance to Block Attack Damage while wielding a Staff
+(40–55)% to Chaos Damage over Time Multiplier
(20–30)% increased Chaos Damage
2% increased Cast Speed per Power Charge
+2 to Level of all Chaos Spell Skill Gems
Gain a Power Charge after Spending a total of 200 Mana
Regenerate 2 Mana per Second per Power Charge
25% chance to Poison on Hit during Effect
Your Critical Strikes do not deal extra Damage during Effect
+(20–30)% to Damage over Time Multiplier for Poison from Critical Strikes during Effect
Take 250 Chaos Damage per Second during Effect
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
+(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)
-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
+18% Chance to Block Attack Damage while wielding a Staff
Socketed Gems are supported by Level 1 Chance to Bleed
Grants Summon Greater Harbinger of Brutality Skill
+5% Chance to Block Attack Damage while wielding a Staff
+(30–40)% to Damage over Time Multiplier for Bleeding from Critical Strikes
Adds (160–185) to (200–225) Physical Damage
(30–40)% increased Critical Strike Chance
(Warstaves are considered Staves)
(50–80)% increased Armour
Attacks have 15% chance to cause Bleeding
50% reduced Light Radius
+4% to Damage over Time Multiplier for Bleeding per Frenzy Charge
Bleeding you inflict deals Damage 4% faster per Frenzy Charge
(20–30)% chance to gain a Frenzy Charge on Critical Strike at Close Range
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(They will deal the same total damage over a shorter duration)
(Close Range is up to 2 metres)
+(17–23)% to Chaos Resistance
+(8–12)% to Fire Damage over Time Multiplier
50% reduced Ignite Duration on Enemies
(10–15)% chance to Ignite
Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
Withered does not expire on Enemies Ignited by you
+(20–25)% to Fire and Chaos Resistances
use unique blackflame ignite effect [1]
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+5% chance to Suppress Spell Damage
(160–220)% increased Evasion and Energy Shield
+(40–60)% to Damage over Time Multiplier if you've dealt a Critical Strike in the past 8 seconds
(2–2.5)% of Life Regenerated per Second if you've dealt a Critical Strike in the past 8 seconds
Lose (10–15)% of Energy Shield when you deal a Critical Strike
Lose (10–15)% of Life when you deal a Critical Strike
+(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)
Passive /20
+10% to Fire Damage over Time Multiplier
Regenerate 1.2% of Life per second
+12% to Fire Damage over Time Multiplier
+24% to Fire Resistance
+25% to Damage over Time Multiplier for Poison from Critical Strikes
Critical Strikes with Daggers Poison the Enemy
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(Rune Daggers are considered Daggers)
+10% to Damage over Time Multiplier for Poison
Claw Attacks deal 25% increased Damage with Ailments
6% increased Attack Speed with Claws
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% to Chaos Damage over Time Multiplier
10% increased Skill Effect Duration
25% increased Damage Over Time with Bow Skills
+10% to Fire Damage over Time Multiplier
30% increased Fire Damage
+15% to Damage over Time Multiplier for Bleeding
40% increased Attack Damage against Bleeding Enemies
+12% to Damage over Time Multiplier
Regenerate 1% of Life per second
+10% to Damage over Time Multiplier for Poison
+10% to Chaos Resistance
30% increased Damage with Poison
Modifiers to Critical Strike Multiplier also apply to Damage over Time Multiplier for Ailments from Critical Strikes at 50% of their value
30% less Damage with Hits
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+15% to Damage over Time Multiplier for Poison
15% chance to Poison on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
+14% to Damage over Time Multiplier for Poison
10% increased Attack Speed
+12% to Cold Damage over Time Multiplier
20% increased Effect of Chill
+10% to Chaos Damage over Time Multiplier
+17% to Chaos Resistance
+25% to Damage over Time Multiplier for Ailments from Critical Strikes
40% increased Critical Strike Chance
+12% to Fire Damage over Time Multiplier with Attack Skills
6% increased Attack Speed
Enemies Poisoned by you have -5% to Chaos Resistance
Spell Skills have +12% to Damage over Time Multiplier for Poison
+15% to Damage over Time Multiplier
+15% to Physical Damage over Time Multiplier
+25 to maximum Life
+10% to Fire Damage over Time Multiplier with Attack Skills
Recover 2% of Life when you Ignite a non-Ignited Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Cluster Jewel Passive /14
+6% to Physical Damage over Time Multiplier if you've Spent Life Recently
+20 to Strength
(Recently refers to the past 4 seconds)
+5% to Damage over Time Multiplier
Recover 1% of Life on Kill
Recover 1% of Energy Shield on Kill
+5% to Cold Damage over Time Multiplier
Recover 2% of Life on Killing a Chilled Enemy
+5% to Cold Damage over Time Multiplier
30% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
Enemies Poisoned by you cannot Regenerate Life
+6% to Damage over Time Multiplier for Poison while wielding a Claw or Dagger
+5% to Damage over Time Multiplier
+30% Chaos Resistance against Damage Over Time
+10% to Damage over Time Multiplier for Ignite from Critical Strikes
20% increased Effect of non-Damaging Ailments you inflict with Critical Strikes
40% increased Critical Strike Chance
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+10% to Damage over Time Multiplier for Ailments from Critical Strikes
30% increased Critical Strike Chance
+6% to Physical Damage over Time Multiplier if you've dealt a Critical Strike Recently
20% increased Critical Strike Chance
(Recently refers to the past 4 seconds)
+5% to Physical Damage over Time Multiplier
20% increased Bleeding Duration
5% increased Cast Speed
Spell Skills have +5% to Damage over Time Multiplier for Poison
20% chance to Poison on Hit with Spell Damage
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
15% increased Poison Duration
15% increased Bleeding Duration
+6% to Damage over Time Multiplier for Bleeding you inflict on Poisoned Enemies
+6% to Damage over Time Multiplier for Poison you inflict on Bleeding Enemies
Bow Skills have +6% to Damage over Time Multiplier
Bow Skills have 10% increased Skill Effect Duration
10% increased Duration of Ailments inflicted while wielding a Bow
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
Axe or Sword Attacks deal 20% increased Damage with Ailments
20% increased Physical Damage with Axes or Swords
+5% to Physical Damage over Time Multiplier while wielding an Axe or Sword
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Elevated modifier List /16
NameLvModsElevated Mods
of the Elder68+(11–15)% to Chaos Damage over Time Multiplier
Group: 3299
+(16–20)% to Chaos Damage over Time Multiplier
of the Elder80+(16–20)% to Chaos Damage over Time Multiplier
Group: 3299
+(17–24)% to Chaos Damage over Time Multiplier
of Shaping68+(11–15)% to Cold Damage over Time Multiplier
Group: 3299
+(16–20)% to Cold Damage over Time Multiplier
of Shaping80+(16–20)% to Cold Damage over Time Multiplier
Group: 3299
+(17–24)% to Cold Damage over Time Multiplier
of Shaping68+(11–15)% to Fire Damage over Time Multiplier
Group: 3299
+(16–20)% to Fire Damage over Time Multiplier
of Shaping80+(16–20)% to Fire Damage over Time Multiplier
Group: 3299
+(17–24)% to Fire Damage over Time Multiplier
of the Elder68+(11–15)% to Physical Damage over Time Multiplier
Group: 3299
+(16–20)% to Physical Damage over Time Multiplier
of the Elder80+(16–20)% to Physical Damage over Time Multiplier
Group: 3299
+(17–24)% to Physical Damage over Time Multiplier
of the Hunt68+(11–15)% to Fire Damage over Time Multiplier
Group: 3299
+(16–20)% to Fire Damage over Time Multiplier
of the Hunt80+(16–20)% to Fire Damage over Time Multiplier
Group: 3299
+(21–25)% to Fire Damage over Time Multiplier
of the Hunt68+(11–15)% to Cold Damage over Time Multiplier
Group: 3299
+(16–20)% to Cold Damage over Time Multiplier
of the Hunt80+(16–20)% to Cold Damage over Time Multiplier
Group: 3299
+(21–25)% to Cold Damage over Time Multiplier
of the Hunt68+(11–15)% to Chaos Damage over Time Multiplier
Group: 3299
+(16–20)% to Chaos Damage over Time Multiplier
of the Hunt80+(16–20)% to Chaos Damage over Time Multiplier
Group: 3299
+(21–25)% to Chaos Damage over Time Multiplier
of the Hunt68+(11–15)% to Physical Damage over Time Multiplier
Group: 3299
+(16–20)% to Physical Damage over Time Multiplier
of the Hunt80+(16–20)% to Physical Damage over Time Multiplier
Group: 3299
+(21–25)% to Physical Damage over Time Multiplier

Community Wiki

Edit

Damage over time

Damage over time (often refered to as DoT) is a damage inflicted continuously over a period of time. Unlike the other three damage sources, damage over time does not hit.

Mechanics

All damage over time effects are a kind of debuff. A creature can have multiple applications of these debuffs of the same type but usually only the one with the highest damage per second works at any given time (except for poison where all applications stack cumulatively); this is true even in the case of effects applied by different players or sources.

For example, if two players each apply the ignite status ailment to the same target, only the higher damage per second of the two ignites will affect the target, at least until the higher fades and leaves the second ignite to become the new highest. In this context, two damage over time effects are to be considered the same only if they have the same name; a target may be affected by multiple effects that deal burning damage (such as Righteous Fire, ignite and burning ground).

On kill effects

In case of an enemy being killed by damage over time while being affected by multiple DoT effects, the kill is attributed to the owner of the effect that was inflicted first.

Damage over time kills from non-character sources like minions and totems will give the kill and any on kill effects to the owner of the totem or minion. This is a limitation of the game and not an intended game mechanic.

Damage scaling

The following modifiers will directly affect the damage over time; note that some of these modifiers apply only to the DoTs whereas some may also apply to the skill that triggered it:

  • Damage over Time
  • Damage
  • [Damage Type] Damage (e.g. Physical Damage or Cold Damage)
  • [Effect] Damage (e.g. Poison Damage or Ignite Damage)
  • Trap Damage if applied by a trap
  • Mine Damage if applied by a mine
  • Totem Damage if applied by a totem
  • Minion Damage if applied by a minion

Natively modifiers to Attack damage (i.e. weapon damage, melee damage, etc.) and Spell damage do not apply to damage over time effects unless specifically stated so, as observed on skills like Contagion, Essence Drain or Vortex.

Damage conversion does not apply to damage over time. Flat damage from things like Added Chaos Damage Support does not apply to damage over time.

Modifiers that increase damage over time will not affect the damage a character deals to himself with skills like Blood Rage or Righteous Fire, as that particular effect is considered a part of the buff and not a part of player's damage output. However, modifiers that increase/reduce damage taken will affect it.

Duration

Tampering with the duration of a damage over time effect will affect the total amount of damage dealt by it but not its damage per second. The exception to this is the Ignited Enemies Burn faster modifier (as seen on Dyadian Dawn and The Goddess Scorned), which will 'speed up' ignites inflicted by the player, increasing their damage per second at the cost of duration, leaving the total amount of damage unchanged.

Conditional modifiers There are modifiers that can apply their effects only when a certain condition is met. Modifiers that are conditional on properties of the target do not affect damage over time because only hits are able to check someone else properties.

Some examples:

Graphic Clarification

Visual clarification by Mark (a developer at GGG) for the changes coming with 3.0.

https://www.pathofexile.com/forum/view-thread/1897612/page/4#p14474050

Math

Modifiers that say increased damage over time multiplier are not additive with increased damage over time modifiers that do no include the word "multiplier".

Interactions

  • "% Chance to deal double damage" will not affect damage over time, because it does not hit.
  • Most damage over time snapshots.

Comparison of common damage over time effects

Name Inflicting hit damage as DPS Default duration Total bonus damage per stack Max. stacks DPS at max. stacks Total bonus damage from max. stacks Default DoT damage type
Bleed 70% of Physical 5 s 350% 1 70% 350% Physical
Bleed, target moving 210% of Physical 5 s 1050% 1 210% 1050% Physical
Bleed, with Crimson Dance 35% of Physical 5 s 175% 8 280% 1400% Physical
Ignite 50% of Fire 4 s 200% 1 50% 200% Fire
Ignite, 1 Emberwake 30.30%–33.3% of Fire 6–6.6 s 200% 2 60.6%–66.7% 400% Fire
Ignite, 2 Emberwake 21.7%–25% of Fire 8–9.2 s 200% 3 65.2–75% 600% Fire
Ignite, 1 Replica Emberwake 67.5%–72.5% of Fire 2.7–2.9 s 200% 1 67.5–72.5% 200% Fire
Ignite, 2 Replica Emberwake 85%–95% of Fire 2.1–2.4 s 200% 1 85%–95% 200% Fire
Ignite, 1 Emberwake, 1 Replica Emberwake 40.9%–48.3% of Fire 4.1–4.8 s 200% 2 81.8%–96.7% 400% Fire
Poison 30% of (Physical + Chaos) 2 s 60% Chaos
Poison from Viper Strike 30% of (Physical + Chaos) 4 s 120% Chaos

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