Skill Gem /26
Support Gem /7
Support Gem Quality /6
Item | Stats |
---|---|
Swift Affliction Support | Supported Skills deal (0–10)% increased Damage over Time |
Deadly Ailments Support | Supported Skills deal (0–10)% increased Damage over Time |
Efficacy Support | Supported Skills deal (0–10)% increased Damage over Time |
Awakened Deadly Ailments Support | Supported Skills deal (0–10)% increased Damage over Time |
Awakened Swift Affliction Support | Supported Skills deal (0–10)% increased Damage over Time |
Sadism Support | Supported Skills deal (0–10)% increased Damage over Time |
Item mods /59
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Corrupted | (50–60)% increased Damage over Time damage | dagger 1000 default 0 | |
Warlord's | 68 | Prefix | (18–22)% increased Damage over Time damage | gloves_adjudicator 500 default 0 |
Warlord's | 70 | Prefix | (23–26)% increased Damage over Time damage | gloves_adjudicator 500 default 0 |
Warlord's | 73 | Prefix | (27–30)% increased Damage over Time damage | gloves_adjudicator 500 default 0 |
of the Hunt | 68 | Suffix | (4–6)% reduced Damage taken from Damage Over Time damage | shield_basilisk 500 default 0 |
of the Hunt | 80 | Suffix | (7–10)% reduced Damage taken from Damage Over Time damage | shield_basilisk 500 default 0 |
Warlord's | 68 | Prefix | (60–69)% increased Physical Damage over Time bleed damage physical ailment | sword_adjudicator 400 axe_adjudicator 400 mace_adjudicator 400 bow_adjudicator 400 default 0 |
Warlord's | 71 | Prefix | (70–79)% increased Physical Damage over Time bleed damage physical ailment | sword_adjudicator 300 axe_adjudicator 300 mace_adjudicator 300 bow_adjudicator 300 default 0 |
Warlord's | 75 | Prefix | (80–89)% increased Physical Damage over Time bleed damage physical ailment | sword_adjudicator 200 axe_adjudicator 200 mace_adjudicator 200 bow_adjudicator 200 default 0 |
Warlord's | 78 | Prefix | (90–94)% increased Physical Damage over Time bleed damage physical ailment | sword_adjudicator 100 axe_adjudicator 100 mace_adjudicator 100 bow_adjudicator 100 default 0 |
Warlord's | 68 | Prefix | (100–109)% increased Physical Damage over Time bleed damage physical ailment | 2h_sword_adjudicator 400 2h_axe_adjudicator 400 2h_mace_adjudicator 400 default 0 |
Warlord's | 71 | Prefix | (110–119)% increased Physical Damage over Time bleed damage physical ailment | 2h_sword_adjudicator 300 2h_axe_adjudicator 300 2h_mace_adjudicator 300 default 0 |
Warlord's | 75 | Prefix | (120–129)% increased Physical Damage over Time bleed damage physical ailment | 2h_sword_adjudicator 200 2h_axe_adjudicator 200 2h_mace_adjudicator 200 default 0 |
Warlord's | 78 | Prefix | (130–134)% increased Physical Damage over Time bleed damage physical ailment | 2h_sword_adjudicator 100 2h_axe_adjudicator 100 2h_mace_adjudicator 100 default 0 |
Hunter's | 68 | Prefix | (60–69)% increased Chaos Damage over Time poison damage chaos ailment | sword_basilisk 400 claw_basilisk 400 dagger_basilisk 400 rune_dagger_basilisk 400 bow_basilisk 400 default 0 |
Hunter's | 71 | Prefix | (70–79)% increased Chaos Damage over Time poison damage chaos ailment | sword_basilisk 300 claw_basilisk 300 dagger_basilisk 300 rune_dagger_basilisk 300 bow_basilisk 300 default 0 |
Hunter's | 75 | Prefix | (80–89)% increased Chaos Damage over Time poison damage chaos ailment | sword_basilisk 200 claw_basilisk 200 dagger_basilisk 200 rune_dagger_basilisk 200 bow_basilisk 200 default 0 |
Hunter's | 78 | Prefix | (90–94)% increased Chaos Damage over Time poison damage chaos ailment | sword_basilisk 100 claw_basilisk 100 dagger_basilisk 100 rune_dagger_basilisk 100 bow_basilisk 100 default 0 |
Hunter's | 68 | Prefix | (100–109)% increased Chaos Damage over Time poison damage chaos ailment | 2h_sword_basilisk 400 default 0 |
Hunter's | 71 | Prefix | (110–119)% increased Chaos Damage over Time poison damage chaos ailment | 2h_sword_basilisk 300 default 0 |
Hunter's | 75 | Prefix | (120–129)% increased Chaos Damage over Time poison damage chaos ailment | 2h_sword_basilisk 200 default 0 |
Hunter's | 78 | Prefix | (130–134)% increased Chaos Damage over Time poison damage chaos ailment | 2h_sword_basilisk 100 default 0 |
69 | WeaponTree | 35% increased Damage over Time 10% reduced Life Recovery rate | one_hand_weapon 63 default 0 | |
80 | WeaponTree | 42% increased Damage over Time 10% reduced Life Recovery rate | one_hand_weapon 31 default 0 | |
69 | WeaponTree | 56% increased Damage over Time 16% reduced Life Recovery rate | two_hand_weapon 63 default 0 | |
80 | WeaponTree | 68% increased Damage over Time 16% reduced Life Recovery rate | two_hand_weapon 31 default 0 | |
5 | WeaponTree | 10% increased Damage over Time | one_hand_weapon 250 default 0 | |
23 | WeaponTree | 15% increased Damage over Time | one_hand_weapon 250 default 0 | |
51 | WeaponTree | 20% increased Damage over Time | one_hand_weapon 250 default 0 | |
69 | WeaponTree | 25% increased Damage over Time | one_hand_weapon 125 default 0 | |
80 | WeaponTree | 30% increased Damage over Time | one_hand_weapon 63 default 0 | |
5 | WeaponTree | 16% increased Damage over Time | two_hand_weapon 250 default 0 | |
23 | WeaponTree | 24% increased Damage over Time | two_hand_weapon 250 default 0 | |
51 | WeaponTree | 32% increased Damage over Time | two_hand_weapon 250 default 0 | |
69 | WeaponTree | 40% increased Damage over Time | two_hand_weapon 125 default 0 | |
80 | WeaponTree | 48% increased Damage over Time | two_hand_weapon 63 default 0 | |
5 | WeaponTree | 7% increased Damage over Time 5% increased Skill Effect Duration | one_hand_weapon 125 default 0 | |
23 | WeaponTree | 10% increased Damage over Time 5% increased Skill Effect Duration | one_hand_weapon 125 default 0 | |
51 | WeaponTree | 13% increased Damage over Time 5% increased Skill Effect Duration | one_hand_weapon 125 default 0 | |
69 | WeaponTree | 17% increased Damage over Time 5% increased Skill Effect Duration | one_hand_weapon 63 default 0 | |
80 | WeaponTree | 20% increased Damage over Time 5% increased Skill Effect Duration | one_hand_weapon 31 default 0 | |
5 | WeaponTree | 11% increased Damage over Time 10% increased Skill Effect Duration | two_hand_weapon 125 default 0 | |
23 | WeaponTree | 16% increased Damage over Time 10% increased Skill Effect Duration | two_hand_weapon 125 default 0 | |
51 | WeaponTree | 21% increased Damage over Time 10% increased Skill Effect Duration | two_hand_weapon 125 default 0 | |
69 | WeaponTree | 26% increased Damage over Time 10% increased Skill Effect Duration | two_hand_weapon 63 default 0 | |
80 | WeaponTree | 32% increased Damage over Time 10% increased Skill Effect Duration | two_hand_weapon 31 default 0 | |
5 | WeaponTree | 7% increased Damage over Time 15% reduced Duration of Ailments on You | one_hand_weapon 125 default 0 | |
23 | WeaponTree | 10% increased Damage over Time 15% reduced Duration of Ailments on You | one_hand_weapon 125 default 0 | |
51 | WeaponTree | 13% increased Damage over Time 15% reduced Duration of Ailments on You | one_hand_weapon 125 default 0 | |
69 | WeaponTree | 17% increased Damage over Time 15% reduced Duration of Ailments on You | one_hand_weapon 63 default 0 | |
80 | WeaponTree | 20% increased Damage over Time 15% reduced Duration of Ailments on You | one_hand_weapon 31 default 0 | |
5 | WeaponTree | 11% increased Damage over Time 25% reduced Duration of Ailments on You | two_hand_weapon 125 default 0 | |
23 | WeaponTree | 16% increased Damage over Time 25% reduced Duration of Ailments on You | two_hand_weapon 125 default 0 | |
51 | WeaponTree | 21% increased Damage over Time 25% reduced Duration of Ailments on You | two_hand_weapon 125 default 0 | |
69 | WeaponTree | 26% increased Damage over Time 25% reduced Duration of Ailments on You | two_hand_weapon 63 default 0 | |
80 | WeaponTree | 32% increased Damage over Time 25% reduced Duration of Ailments on You | two_hand_weapon 31 default 0 | |
20 | WeaponTree | +100 to Armour 10% increased Damage taken from Damage Over Time | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
55 | WeaponTree | +125 to Armour 10% increased Damage taken from Damage Over Time | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 | |
83 | WeaponTree | +150 to Armour 10% increased Damage taken from Damage Over Time | int_armour 0 dex_armour 0 dex_int_armour 0 shield 500 default 0 |
Enchantment Modifier /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
83 | Enchantment | Enemies Maimed by you take 8% increased Damage Over Time damage | belt 1 default 0 |
Monsters mods /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Toxic | 18 | Unique | 30% 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 |
Igniting | 34 | Unique | Hits 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 |
Toxic | 18 | Unique | 30% 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 |
Igniting | 34 | Unique | Hits 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
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Degenerative | 1 | Prefix | (10–14)% increased Damage over Time while Dual Wielding damage | abyss_jewel_summoner 0 two_handed_mod 0 shield_mod 0 abyss_jewel_caster 600 default 300 |
Deleterious | 60 | Prefix | (15–18)% increased Damage over Time while Dual Wielding damage | abyss_jewel_summoner 0 two_handed_mod 0 shield_mod 0 abyss_jewel_caster 200 default 100 |
Degenerative | 1 | Prefix | (10–14)% increased Damage over Time while wielding a Two Handed Weapon damage | abyss_jewel_summoner 0 one_handed_mod 0 abyss_jewel_caster 900 default 450 |
Deleterious | 60 | Prefix | (15–18)% increased Damage over Time while wielding a Two Handed Weapon damage | abyss_jewel_summoner 0 one_handed_mod 0 abyss_jewel_caster 300 default 150 |
Degenerative | 1 | Prefix | (10–14)% increased Damage over Time while holding a Shield damage | abyss_jewel_summoner 0 two_handed_mod 0 dual_wielding_mod 0 abyss_jewel_caster 600 default 300 |
Deleterious | 60 | Prefix | (15–18)% increased Damage over Time while holding a Shield damage | abyss_jewel_summoner 0 two_handed_mod 0 dual_wielding_mod 0 abyss_jewel_caster 200 default 100 |
of Mangling | 84 | Suffix | Enemies Maimed by you take (4–5)% increased Damage Over Time damage | abyss_jewel_melee 500 abyss_jewel_ranged 500 abyss_jewel_caster 100 abyss_jewel_summoner 100 default 0 |
Cluster Jewel mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Decline | 1 | Suffix | Added Small Passive Skills also grant: 1% increased Damage over Time damage | affliction_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 Degeneration | 68 | Suffix | Added Small Passive Skills also grant: 2% increased Damage over Time damage | affliction_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 Disintegration | 84 | Suffix | Added Small Passive Skills also grant: 3% increased Damage over Time damage | affliction_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
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Underground | 1 | Suffix | +(30–40)% Chaos Resistance against Damage Over Time chaos resistance | abyss_jewel 0 jewel 0 body_armour 2000 shield 2000 quiver 2000 default 0 |
Crafting Bench /5
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
(11–20)% increased Damage over Time | 6x Orb of Alteration | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged | Labyrinth Trial in The Crypt |
(21–30)% increased Damage over Time | 2x Chaos Orb | One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged | Shore Map |
5% reduced Damage taken from Damage Over Time | 2x Regal Orb | Shield | Crimson Township Map |
+(31–36)% Chaos Resistance against Damage Over Time | 4x Orb of Alteration | Belt | Crimson Township Map |
+(37–43)% Chaos Resistance against Damage Over Time | 2x Chaos Orb | Belt | Crimson Township Map |
Misc mods /3
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Jewel | Unique | (8–12)% increased Damage over Time damage | ||
of Entropy | 1 | Jewel | Suffix | (10–12)% increased Damage over Time damage | default 500 |
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Caustic Arrow deals 40% increased Damage over Time damage attack |
Item /1
Unique /81
(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)
10% chance to Freeze, Shock and Ignite
(30–40)% increased Elemental Damage with Hits and Ailments for
each type of Elemental Ailment on Enemy
(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)
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)
Your Cold Damage can Ignite but not Freeze or Chill
Your Lightning Damage can Freeze but not Shock
Your Fire Damage can Shock but not Ignite
(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) 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%)
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)
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 200% higher while moving)
+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 200% higher while moving)
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)
(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)
+(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)
(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 200% 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)
(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)
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)
+(20–40) 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)
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)
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)
(40–60)% 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)
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 200% higher while moving)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(20–40)% increased Physical Damage
Adds (3–6) to (9–13) Physical Damage
10% increased Attack Speed
30% chance to cause Bleeding on Hit
Extra gore
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(50–70)% increased Physical Damage
Adds (1–2) to (3–5) Physical Damage
30% increased Critical Strike Chance
40% increased Attack Damage against Bleeding Enemies
50% chance to cause Bleeding on Critical Strike
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(5–10)% increased Cast Speed
10% chance to Ignite
40% less Burning Damage
You can inflict an additional Ignite on each Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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)
+(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 200% higher while moving)
(18–25)% increased Cold Damage
2% chance to Ignite
2% chance to Freeze
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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
+(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)
Adds (25–35) to (50–65) Physical Damage
25% chance to cause Bleeding on Hit
2% increased Physical Damage Over Time per 10 Dexterity
1% increased Bleeding Duration per 12 Intelligence
30% Chance to cause Bleeding Enemies to Flee on hit
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
+(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)
+(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 (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 200% higher while moving)
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)
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)
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 200% higher while moving)
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)
(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)
(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)
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 200% higher while moving)
+(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 200% higher while moving)
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)
(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 200% higher while moving)
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)
(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)
+(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)
25% increased Damage over Time
Attacks have 25% chance to cause Bleeding
(25–40)% increased Attack Damage against Bleeding Enemies
Bleeding Enemies you Kill Explode, dealing 5% of
their Maximum Life as Physical Damage
25% reduced Bleeding Duration
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
+(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)
+(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)
+(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)
+(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)
+(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 200% higher while moving)
(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)
(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)
+(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)
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 200% 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)
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 200% 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)
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%)
(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 200% 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 and cannot be Agrravated, 50% less Damage with Bleeding)
(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)
(50–70)% increased Physical Damage
Adds (70–85) to (110–118) Physical Damage
30% increased Critical Strike Chance
40% increased Attack Damage against Bleeding Enemies
50% chance to cause Bleeding on Critical Strike
You have Crimson Dance if you have dealt a Critical Strike Recently
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Recently refers to the past 4 seconds)
(You can inflict Bleeding on an Enemy up to 8 times, Your Bleeding does not deal extra Damage while the Enemy is moving and cannot be Agrravated, 50% less Damage with Bleeding)
(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)
(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)
(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 200% higher while moving)
(Maimed enemies have 30% reduced Movement Speed)
(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)
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)
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)
Attacks have 25% chance to cause Bleeding
(40–60)% increased Damage with Bleeding
You are Chilled while you are Bleeding
Non-Chilled Enemies you inflict Bleeding on are Chilled
Bleeding Enemies you Kill with Hits Shatter
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Chill reduces Enemy Action Speed by 10% for 2 seconds)
(20–40)% 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)
(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)
(20–40)% increased Physical Damage
Adds (3–6) to (9–13) Physical Damage
30% chance to cause Bleeding on Hit
(100–150)% increased Critical Strike Chance against Bleeding Enemies
Extra gore
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(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)
+(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 have (35–50)% chance to ignore Enemy 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)
+(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)
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)
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)
(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
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 200% higher while moving)
(5–10)% increased Cast Speed
10% chance to Ignite
40% less Burning Damage
You can inflict an additional Ignite on each Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(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)
(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)
+(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)
(60–90)% increased Damage with Ignite from Melee Weapons
(15–25)% chance to refresh Ignite Duration on Melee Weapon Hit
Cover Full Life Enemies in Ash for (4–10) seconds on Melee Weapon Hit
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
Passive /11
50% increased Stun Duration with Bows on Enemies
30% increased Damage Over Time with Bow Skills
6% increased Attack Speed with Bows
10% increased Accuracy Rating with Bows
20% increased Damage Over Time with Bow Skills
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)
10% increased Skill Effect Duration
+200 to Evasion Rating
6% increased Movement Speed
30% increased Damage Over Time with Bow Skills
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)
6% increased Attack Speed with Bows
16% increased Accuracy Rating with Bows
24% 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% 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 200% higher while moving)
100% more Duration of Ailments on you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
25% less Damage over Time taken during Effect of any Life Flask
Ascendancy Passive /5
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)
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)
Cluster Jewel Passive /12
Projectiles cannot Pierce, Fork or Chain
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(Maimed enemies have 30% reduced Movement Speed)
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
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)
10% increased Flask Charges gained
20% increased Life and Mana Recovery from Flasks
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)
15% increased Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
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)
4% increased maximum Life
Regenerate 0.6% of Life per second
Herald Skills deal 50% increased Damage over Time
+13% to Chaos Resistance
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 200% 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)
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
Faction | Category | Name | Show Full Descriptions |
---|---|---|---|
Vaal | Passive | Damage Over Time | (7–12)% increased Damage over Time |
Vaal | Notable | Exquisite Pain | (25–35)% increased Damage over Time (7–11)% increased Skill Effect Duration |
Timeless Jewel Passive Additions /1
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | (7–12)% increased Damage over Time | vaal_small_damage_over_time |
Elevated modifier List /3
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
Warlord's | 68 | (18–22)% increased Damage over Time Group: 912 | (23–26)% increased Damage over Time |
Warlord's | 70 | (23–26)% increased Damage over Time Group: 912 | (27–30)% increased Damage over Time |
Warlord's | 73 | (27–30)% increased Damage over Time Group: 912 | (31–38)% increased Damage over Time |
Skill Gem /1
Support Gem /1
Support Gem Quality /1
Item | Stats |
---|---|
Critical Strike Affliction Support | Supported Skills have +(0–10)% Damage over Time Multiplier for Ailments from Critical Strikes |
Item mods /182
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
The Elder's | 68 | Prefix | +(37–42)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attack ailment | bow_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's | 75 | Prefix | +(43–50)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attack ailment | bow_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's | 83 | Prefix | +(51–59)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon bleed physical attack ailment | bow_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's | 68 | Prefix | +(37–42)% to Damage over Time Multiplier for Poison inflicted with this Weapon poison chaos attack ailment | bow_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's | 75 | Prefix | +(43–50)% to Damage over Time Multiplier for Poison inflicted with this Weapon poison chaos attack ailment | bow_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's | 83 | Prefix | +(51–59)% to Damage over Time Multiplier for Poison inflicted with this Weapon poison chaos attack ailment | bow_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 Elder | 68 | Suffix | +(11–15)% to Chaos Damage over Time Multiplier damage chaos | gloves_elder 200 amulet_elder 400 default 0 |
of the Elder | 80 | Suffix | +(16–20)% to Chaos Damage over Time Multiplier damage chaos | gloves_elder 200 amulet_elder 400 default 0 |
of Shaping | 68 | Suffix | +(11–15)% to Cold Damage over Time Multiplier damage elemental cold | gloves_shaper 200 amulet_shaper 400 default 0 |
of Shaping | 80 | Suffix | +(16–20)% to Cold Damage over Time Multiplier damage elemental cold | gloves_shaper 200 amulet_shaper 400 default 0 |
of Shaping | 68 | Suffix | +(11–15)% to Fire Damage over Time Multiplier damage elemental fire | gloves_shaper 200 amulet_shaper 400 default 0 |
of Shaping | 80 | Suffix | +(16–20)% to Fire Damage over Time Multiplier damage elemental fire | gloves_shaper 200 amulet_shaper 400 default 0 |
of the Elder | 68 | Suffix | +(11–15)% to Physical Damage over Time Multiplier damage physical | gloves_elder 200 amulet_elder 400 default 0 |
of the Elder | 80 | Suffix | +(16–20)% to Physical Damage over Time Multiplier damage physical | gloves_elder 200 amulet_elder 400 default 0 |
of Acrimony | 44 | Suffix | +(7–11)% to Damage over Time Multiplier damage | bow 300 one_hand_weapon 300 amulet 300 default 0 |
of Dispersion | 55 | Suffix | +(12–15)% to Damage over Time Multiplier damage | bow 300 one_hand_weapon 300 amulet 300 default 0 |
of Liquefaction | 68 | Suffix | +(16–19)% to Damage over Time Multiplier damage | bow 300 one_hand_weapon 300 amulet 300 default 0 |
of Melting | 76 | Suffix | +(20–23)% to Damage over Time Multiplier damage | bow 300 one_hand_weapon 300 amulet 300 default 0 |
of Dissolution | 82 | Suffix | +(24–26)% to Damage over Time Multiplier damage | bow 300 one_hand_weapon 300 amulet 300 default 0 |
of Acrimony | 44 | Suffix | +(16–21)% to Damage over Time Multiplier damage | bow 0 two_hand_weapon 300 default 0 |
of Dispersion | 55 | Suffix | +(24–29)% to Damage over Time Multiplier damage | bow 0 two_hand_weapon 300 default 0 |
of Liquefaction | 68 | Suffix | +(31–35)% to Damage over Time Multiplier damage | bow 0 two_hand_weapon 300 default 0 |
of Melting | 76 | Suffix | +(36–40)% to Damage over Time Multiplier damage | bow 0 two_hand_weapon 300 default 0 |
of Dissolution | 82 | Suffix | +(41–45)% to Damage over Time Multiplier damage | bow 0 two_hand_weapon 300 default 0 |
of Acrimony | 44 | Suffix | +(7–11)% to Damage over Time Multiplier with Attack Skills damage attack | quiver 300 default 0 |
of Dispersion | 55 | Suffix | +(12–15)% to Damage over Time Multiplier with Attack Skills damage attack | quiver 300 default 0 |
of Liquefaction | 68 | Suffix | +(16–19)% to Damage over Time Multiplier with Attack Skills damage attack | quiver 300 default 0 |
of Melting | 76 | Suffix | +(20–23)% to Damage over Time Multiplier with Attack Skills damage attack | quiver 300 default 0 |
of Dissolution | 82 | Suffix | +(24–26)% to Damage over Time Multiplier with Attack Skills damage attack | quiver 300 default 0 |
of Waning | 4 | Suffix | +(26–35)% to Chaos Damage over Time Multiplier damage chaos | staff 400 default 0 |
of Wasting | 12 | Suffix | +(36–45)% to Chaos Damage over Time Multiplier damage chaos | staff 300 default 0 |
of Deteriorating | 36 | Suffix | +(46–55)% to Chaos Damage over Time Multiplier damage chaos | staff 200 default 0 |
of Atrophying | 64 | Suffix | +(56–65)% to Chaos Damage over Time Multiplier damage chaos | staff 100 default 0 |
of Disintegrating | 78 | Suffix | +(66–75)% to Chaos Damage over Time Multiplier damage chaos | staff 50 default 0 |
of Waning | 4 | Suffix | +(14–18)% to Chaos Damage over Time Multiplier damage chaos | wand 400 dagger 400 default 0 |
of Wasting | 12 | Suffix | +(19–23)% to Chaos Damage over Time Multiplier damage chaos | wand 300 dagger 300 default 0 |
of Deteriorating | 36 | Suffix | +(24–28)% to Chaos Damage over Time Multiplier damage chaos | wand 200 dagger 200 default 0 |
of Atrophying | 64 | Suffix | +(29–33)% to Chaos Damage over Time Multiplier damage chaos | wand 100 dagger 100 default 0 |
of Disintegrating | 78 | Suffix | +(34–38)% to Chaos Damage over Time Multiplier damage chaos | wand 50 dagger 50 default 0 |
of the Inclement | 4 | Suffix | +(26–35)% to Cold Damage over Time Multiplier damage elemental cold | attack_staff 0 staff 400 default 0 |
of the Bleak | 12 | Suffix | +(36–45)% to Cold Damage over Time Multiplier damage elemental cold | attack_staff 0 staff 300 default 0 |
of the Boreal | 36 | Suffix | +(46–55)% to Cold Damage over Time Multiplier damage elemental cold | attack_staff 0 staff 200 default 0 |
of the Gelid | 64 | Suffix | +(56–65)% to Cold Damage over Time Multiplier damage elemental cold | attack_staff 0 staff 100 default 0 |
of Heartstopping | 78 | Suffix | +(66–75)% to Cold Damage over Time Multiplier damage elemental cold | attack_staff 0 staff 50 default 0 |
of the Inclement | 4 | Suffix | +(14–18)% to Cold Damage over Time Multiplier damage elemental cold | attack_dagger 0 wand 300 sceptre 300 dagger 300 default 0 |
of the Bleak | 12 | Suffix | +(19–23)% to Cold Damage over Time Multiplier damage elemental cold | attack_dagger 0 wand 220 sceptre 220 dagger 220 default 0 |
of the Boreal | 36 | Suffix | +(24–28)% to Cold Damage over Time Multiplier damage elemental cold | attack_dagger 0 wand 140 sceptre 140 dagger 140 default 0 |
of the Gelid | 64 | Suffix | +(29–33)% to Cold Damage over Time Multiplier damage elemental cold | attack_dagger 0 wand 70 sceptre 70 dagger 70 default 0 |
of Heartstopping | 78 | Suffix | +(34–38)% to Cold Damage over Time Multiplier damage elemental cold | attack_dagger 0 wand 35 sceptre 35 dagger 35 default 0 |
of the Earnest | 4 | Suffix | +(26–35)% to Fire Damage over Time Multiplier damage elemental fire | staff 400 default 0 |
of the Fervid | 12 | Suffix | +(36–45)% to Fire Damage over Time Multiplier damage elemental fire | staff 300 default 0 |
of the Ardent | 36 | Suffix | +(46–55)% to Fire Damage over Time Multiplier damage elemental fire | staff 200 default 0 |
of the Zealous | 64 | Suffix | +(56–65)% to Fire Damage over Time Multiplier damage elemental fire | staff 100 default 0 |
of the Fanatical | 78 | Suffix | +(66–75)% to Fire Damage over Time Multiplier damage elemental fire | staff 50 default 0 |
of the Earnest | 4 | Suffix | +(14–18)% to Fire Damage over Time Multiplier damage elemental fire | wand 300 sceptre 300 default 0 |
of the Fervid | 12 | Suffix | +(19–23)% to Fire Damage over Time Multiplier damage elemental fire | wand 220 sceptre 220 default 0 |
of the Ardent | 36 | Suffix | +(24–28)% to Fire Damage over Time Multiplier damage elemental fire | wand 140 sceptre 140 default 0 |
of the Zealous | 64 | Suffix | +(29–33)% to Fire Damage over Time Multiplier damage elemental fire | wand 70 sceptre 70 default 0 |
of the Fanatical | 78 | Suffix | +(34–38)% to Fire Damage over Time Multiplier damage elemental fire | wand 35 sceptre 35 default 0 |
of Seeping | 4 | Suffix | +(26–35)% to Physical Damage over Time Multiplier damage physical | staff 400 default 0 |
of Spilling | 12 | Suffix | +(36–45)% to Physical Damage over Time Multiplier damage physical | staff 300 default 0 |
of Phlebotomising | 36 | Suffix | +(46–55)% to Physical Damage over Time Multiplier damage physical | staff 200 default 0 |
of Hemorrhaging | 64 | Suffix | +(56–65)% to Physical Damage over Time Multiplier damage physical | staff 100 default 0 |
of Exsanguinating | 78 | Suffix | +(66–75)% to Physical Damage over Time Multiplier damage physical | staff 50 default 0 |
of Seeping | 4 | Suffix | +(14–18)% to Physical Damage over Time Multiplier damage physical | wand 300 default 0 |
of Spilling | 12 | Suffix | +(19–23)% to Physical Damage over Time Multiplier damage physical | wand 220 default 0 |
of Phlebotomising | 36 | Suffix | +(24–28)% to Physical Damage over Time Multiplier damage physical | wand 140 default 0 |
of Hemorrhaging | 64 | Suffix | +(29–33)% to Physical Damage over Time Multiplier damage physical | wand 70 default 0 |
of Exsanguinating | 78 | Suffix | +(34–38)% to Physical Damage over Time Multiplier damage physical | wand 35 default 0 |
of the Hunt | 68 | Suffix | +(11–15)% to Fire Damage over Time Multiplier damage elemental fire | gloves_basilisk 500 amulet_basilisk 500 default 0 |
of the Hunt | 80 | Suffix | +(16–20)% to Fire Damage over Time Multiplier damage elemental fire | gloves_basilisk 500 amulet_basilisk 500 default 0 |
of the Hunt | 68 | Suffix | +(11–15)% to Cold Damage over Time Multiplier damage elemental cold | gloves_basilisk 500 amulet_basilisk 500 default 0 |
of the Hunt | 80 | Suffix | +(16–20)% to Cold Damage over Time Multiplier damage elemental cold | gloves_basilisk 500 amulet_basilisk 500 default 0 |
of the Hunt | 68 | Suffix | +(11–15)% to Chaos Damage over Time Multiplier damage chaos | gloves_basilisk 500 amulet_basilisk 500 default 0 |
of the Hunt | 80 | Suffix | +(16–20)% to Chaos Damage over Time Multiplier damage chaos | gloves_basilisk 500 amulet_basilisk 500 default 0 |
of the Hunt | 68 | Suffix | +(11–15)% to Physical Damage over Time Multiplier damage physical | gloves_basilisk 500 amulet_basilisk 500 default 0 |
of the Hunt | 80 | Suffix | +(16–20)% to Physical Damage over Time Multiplier damage physical | gloves_basilisk 500 amulet_basilisk 500 default 0 |
of the Hunt | 68 | Suffix | +(16–20)% to Chaos Damage over Time Multiplier with Attack Skills damage chaos attack | quiver_basilisk 500 default 0 |
of the Hunt | 80 | Suffix | +(21–25)% to Chaos Damage over Time Multiplier with Attack Skills damage chaos attack | quiver_basilisk 500 default 0 |
of the Hunt | 68 | Suffix | +(16–20)% to Physical Damage over Time Multiplier with Attack Skills damage physical attack | quiver_basilisk 500 default 0 |
of the Hunt | 80 | Suffix | +(21–25)% to Physical Damage over Time Multiplier with Attack Skills damage physical attack | quiver_basilisk 500 default 0 |
of the Hunt | 68 | Suffix | +(16–20)% to Fire Damage over Time Multiplier with Attack Skills damage elemental fire attack | quiver_basilisk 500 default 0 |
of the Hunt | 80 | Suffix | +(21–25)% to Fire Damage over Time Multiplier with Attack Skills damage elemental fire attack | quiver_basilisk 500 default 0 |
68 | ScourgeUpside | +(11–13)% to Fire Damage over Time Multiplier damage elemental fire | wand 500 sceptre 500 default 0 | |
68 | ScourgeUpside | +(14–16)% to Fire Damage over Time Multiplier damage elemental fire | wand 500 sceptre 500 default 0 | |
68 | ScourgeUpside | +(16–19)% to Fire Damage over Time Multiplier damage elemental fire | staff 500 default 0 | |
68 | ScourgeUpside | +(21–24)% to Fire Damage over Time Multiplier damage elemental fire | staff 500 default 0 | |
68 | ScourgeUpside | +(11–13)% to Cold Damage over Time Multiplier damage elemental cold | wand 500 sceptre 500 default 0 | |
68 | ScourgeUpside | +(14–16)% to Cold Damage over Time Multiplier damage elemental cold | wand 500 sceptre 500 default 0 | |
68 | ScourgeUpside | +(16–19)% to Cold Damage over Time Multiplier damage elemental cold | staff 500 default 0 | |
68 | ScourgeUpside | +(21–24)% to Cold Damage over Time Multiplier damage elemental cold | staff 500 default 0 | |
68 | ScourgeUpside | +(11–13)% to Physical Damage over Time Multiplier damage physical | wand 500 sceptre 500 default 0 | |
68 | ScourgeUpside | +(14–16)% to Physical Damage over Time Multiplier damage physical | wand 500 sceptre 500 default 0 | |
68 | ScourgeUpside | +(16–19)% to Physical Damage over Time Multiplier damage physical | staff 500 default 0 | |
68 | ScourgeUpside | +(21–24)% to Physical Damage over Time Multiplier damage physical | staff 500 default 0 | |
68 | ScourgeUpside | +(11–13)% to Chaos Damage over Time Multiplier damage chaos | wand 500 sceptre 500 default 0 | |
68 | ScourgeUpside | +(14–16)% to Chaos Damage over Time Multiplier damage chaos | wand 500 sceptre 500 default 0 | |
68 | ScourgeUpside | +(16–19)% to Chaos Damage over Time Multiplier damage chaos | staff 500 default 0 | |
68 | ScourgeUpside | +(21–24)% to Chaos Damage over Time Multiplier damage chaos | staff 500 default 0 | |
45 | ScourgeUpside | +(8–10)% to Damage over Time Multiplier damage | amulet 100 default 0 | |
68 | ScourgeUpside | +(11–13)% to Damage over Time Multiplier damage | amulet 100 default 0 | |
68 | ScourgeUpside | +(14–16)% to Damage over Time Multiplier damage | amulet 100 default 0 | |
45 | ScourgeDownside | (-30–-24)% to Damage over Time Multiplier damage | amulet 250 default 0 | |
68 | ScourgeDownside | (-39–-33)% to Damage over Time Multiplier damage | amulet 250 default 0 | |
75 | RedImplicit | +(5–7)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_6_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(8–10)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_5_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(11–13)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_4_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(14–16)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_3_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(17–18)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_2_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(19–20)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_1_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(17–19)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_5_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(20–22)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_4_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(23–25)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_3_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(26–27)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_2_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(28–29)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_1_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(29–31)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_4_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(32–34)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_3_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(35–36)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_2_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(37–38)% to Fire Damage over Time Multiplier damage elemental fire | no_tier_1_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | +(5–7)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_6_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(8–10)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_5_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(11–13)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_4_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(14–16)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_3_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(17–18)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_2_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(19–20)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_1_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(17–19)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_5_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(20–22)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_4_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(23–25)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_3_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(26–27)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_2_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(28–29)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_1_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(29–31)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_4_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(32–34)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_3_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(35–36)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_2_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(37–38)% to Cold Damage over Time Multiplier damage elemental cold | no_tier_1_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | +(5–7)% to Physical Damage over Time Multiplier damage physical | no_tier_6_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(8–10)% to Physical Damage over Time Multiplier damage physical | no_tier_5_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(11–13)% to Physical Damage over Time Multiplier damage physical | no_tier_4_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(14–16)% to Physical Damage over Time Multiplier damage physical | no_tier_3_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(17–18)% to Physical Damage over Time Multiplier damage physical | no_tier_2_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(19–20)% to Physical Damage over Time Multiplier damage physical | no_tier_1_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(17–19)% to Physical Damage over Time Multiplier damage physical | no_tier_5_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(20–22)% to Physical Damage over Time Multiplier damage physical | no_tier_4_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(23–25)% to Physical Damage over Time Multiplier damage physical | no_tier_3_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(26–27)% to Physical Damage over Time Multiplier damage physical | no_tier_2_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(28–29)% to Physical Damage over Time Multiplier damage physical | no_tier_1_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(29–31)% to Physical Damage over Time Multiplier damage physical | no_tier_4_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(32–34)% to Physical Damage over Time Multiplier damage physical | no_tier_3_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(35–36)% to Physical Damage over Time Multiplier damage physical | no_tier_2_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(37–38)% to Physical Damage over Time Multiplier damage physical | no_tier_1_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | +(5–7)% to Chaos Damage over Time Multiplier damage chaos | no_tier_6_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(8–10)% to Chaos Damage over Time Multiplier damage chaos | no_tier_5_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(11–13)% to Chaos Damage over Time Multiplier damage chaos | no_tier_4_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(14–16)% to Chaos Damage over Time Multiplier damage chaos | no_tier_3_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(17–18)% to Chaos Damage over Time Multiplier damage chaos | no_tier_2_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | +(19–20)% to Chaos Damage over Time Multiplier damage chaos | no_tier_1_eldritch_implicit 0 gloves 600 amulet 600 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(17–19)% to Chaos Damage over Time Multiplier damage chaos | no_tier_5_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(20–22)% to Chaos Damage over Time Multiplier damage chaos | no_tier_4_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(23–25)% to Chaos Damage over Time Multiplier damage chaos | no_tier_3_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(26–27)% to Chaos Damage over Time Multiplier damage chaos | no_tier_2_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, +(28–29)% to Chaos Damage over Time Multiplier damage chaos | no_tier_1_eldritch_implicit 0 gloves 300 amulet 300 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(29–31)% to Chaos Damage over Time Multiplier damage chaos | no_tier_4_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(32–34)% to Chaos Damage over Time Multiplier damage chaos | no_tier_3_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(35–36)% to Chaos Damage over Time Multiplier damage chaos | no_tier_2_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, +(37–38)% to Chaos Damage over Time Multiplier damage chaos | no_tier_1_eldritch_implicit 0 gloves 120 amulet 120 default 0 | |
12 | WeaponTree | +12% to Fire Damage over Time Multiplier -15% to Fire Resistance | one_hand_weapon 250 default 0 | |
75 | WeaponTree | +16% to Fire Damage over Time Multiplier -15% to Fire Resistance | one_hand_weapon 250 default 0 | |
12 | WeaponTree | +24% to Fire Damage over Time Multiplier -30% to Fire Resistance | two_hand_weapon 250 default 0 | |
75 | WeaponTree | +32% to Fire Damage over Time Multiplier -30% to Fire Resistance | two_hand_weapon 250 default 0 | |
12 | WeaponTree | +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 | |
75 | WeaponTree | +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 | |
12 | WeaponTree | +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 | |
75 | WeaponTree | +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 | |
12 | WeaponTree | +12% to Chaos Damage over Time Multiplier -15% to Chaos Resistance | one_hand_weapon 250 default 0 | |
75 | WeaponTree | +16% to Chaos Damage over Time Multiplier -15% to Chaos Resistance | one_hand_weapon 250 default 0 | |
12 | WeaponTree | +24% to Chaos Damage over Time Multiplier -30% to Chaos Resistance | two_hand_weapon 250 default 0 | |
75 | WeaponTree | +32% to Chaos Damage over Time Multiplier -30% to Chaos Resistance | two_hand_weapon 250 default 0 | |
12 | WeaponTree | +12% to Physical Damage over Time Multiplier Hits against you Overwhelm 6% of Physical Damage Reduction | one_hand_weapon 250 default 0 | |
75 | WeaponTree | +16% to Physical Damage over Time Multiplier Hits against you Overwhelm 6% of Physical Damage Reduction | one_hand_weapon 250 default 0 | |
12 | WeaponTree | +24% to Physical Damage over Time Multiplier Hits against you Overwhelm 12% of Physical Damage Reduction | two_hand_weapon 250 default 0 | |
75 | WeaponTree | +32% to Physical Damage over Time Multiplier Hits against you Overwhelm 12% of Physical Damage Reduction | two_hand_weapon 250 default 0 | |
1 | WeaponTree | +10% to Wave of Conviction Damage over Time Multiplier per 0.1 seconds of Duration expired | two_hand_weapon 0 caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 wand 1000 staff 1000 dagger 1000 sceptre 1000 shield 500 default 0 | |
1 | WeaponTree | +15% to Wave of Conviction Damage over Time Multiplier per 0.1 seconds of Duration expired | one_hand_weapon 0 caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 wand 1000 staff 1000 dagger 1000 sceptre 1000 default 0 |
Enchantment Modifier /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Enchantment Plague Bearer Poison Dot Multiplier While Aura Active 1 | 66 | Enchantment | Plague Bearer Buff grants +12% to Poison Damage over Time Multiplier while Infecting poison damage chaos ailment | helmet 100 default 0 |
Enchantment Plague Bearer Poison Dot Multiplier While Aura Active 2 | 75 | Enchantment | Plague Bearer Buff grants +20% to Poison Damage over Time Multiplier while Infecting poison damage chaos ailment | helmet 100 default 0 |
Enchantment Summoned Reaper Physical Damage over time Multiplier 1 | 66 | Enchantment | Summoned Reaper has +12% to Physical Damage over Time Multiplier damage physical minion | helmet 100 default 0 |
Enchantment Summoned Reaper Physical Damage over time Multiplier 2 | 75 | Enchantment | Summoned Reaper has +20% to Physical Damage over Time Multiplier damage physical minion | helmet 100 default 0 |
Veiled mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Order | 60 | Suffix | +(44–48)% to Chaos Damage over Time Multiplier damage chaos | one_hand_weapon 0 bow 0 staff 1000 weapon 100 default 0 |
of the Order | 60 | Suffix | +(24–28)% to Chaos Damage over Time Multiplier damage chaos | bow 1000 two_hand_weapon 0 wand 1000 dagger 1000 sceptre 600 weapon 100 default 0 |
of the Order | 60 | Suffix | +(44–48)% to Physical Damage over Time Multiplier damage physical | one_hand_weapon 0 bow 0 staff 1000 weapon 400 default 0 |
of the Order | 60 | Suffix | +(24–28)% to Physical Damage over Time Multiplier damage physical | bow 400 two_hand_weapon 0 wand 1000 weapon 400 default 0 |
of the Order | 60 | Suffix | +(44–48)% to Cold Damage over Time Multiplier damage elemental cold | bow 0 staff 1000 two_hand_weapon 400 default 0 |
of the Order | 60 | Suffix | +(24–28)% to Cold Damage over Time Multiplier damage elemental cold | two_hand_weapon 0 wand 1000 dagger 1000 sceptre 600 weapon 400 default 0 |
of the Order | 60 | Suffix | +(44–48)% to Fire Damage over Time Multiplier damage elemental fire | bow 0 staff 1000 two_hand_weapon 400 default 0 |
of the Order | 60 | Suffix | +(24–28)% to Fire Damage over Time Multiplier damage elemental fire | bow 100 two_hand_weapon 0 wand 1000 dagger 1000 sceptre 600 weapon 400 default 0 |
Crafting Bench /24
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
+(25–27)% to Chaos Damage over Time Multiplier | 8x Orb of Alteration | Two Hand Melee | Betrayal Unveil |
+(28–30)% to Chaos Damage over Time Multiplier | 2x Orb of Alchemy | Two Hand Melee | Betrayal Unveil |
+(31–35)% to Chaos Damage over Time Multiplier | 4x Chaos Orb | Two Hand Melee | Betrayal Unveil |
+(14–15)% to Chaos Damage over Time Multiplier | 8x Orb of Alteration | One Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
+(16–17)% to Chaos Damage over Time Multiplier | 2x Orb of Alchemy | One Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
+(18–20)% to Chaos Damage over Time Multiplier | 4x Chaos Orb | One Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
+(25–27)% to Physical Damage over Time Multiplier | 8x Orb of Alteration | Two Hand Melee | Betrayal Unveil |
+(28–30)% to Physical Damage over Time Multiplier | 2x Orb of Alchemy | Two Hand Melee | Betrayal Unveil |
+(31–35)% to Physical Damage over Time Multiplier | 4x Chaos Orb | Two Hand Melee | Betrayal Unveil |
+(14–15)% to Physical Damage over Time Multiplier | 8x Orb of Alteration | One Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
+(16–17)% to Physical Damage over Time Multiplier | 2x Orb of Alchemy | One Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
+(18–20)% to Physical Damage over Time Multiplier | 4x Chaos Orb | One Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
+(25–27)% to Cold Damage over Time Multiplier | 8x Orb of Alteration | Two Hand Melee | Betrayal Unveil |
+(28–30)% to Cold Damage over Time Multiplier | 2x Orb of Alchemy | Two Hand Melee | Betrayal Unveil |
+(31–35)% to Cold Damage over Time Multiplier | 4x Chaos Orb | Two Hand Melee | Betrayal Unveil |
+(14–15)% to Cold Damage over Time Multiplier | 8x Orb of Alteration | One Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
+(16–17)% to Cold Damage over Time Multiplier | 2x Orb of Alchemy | One Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
+(18–20)% to Cold Damage over Time Multiplier | 4x Chaos Orb | One Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
+(25–27)% to Fire Damage over Time Multiplier | 8x Orb of Alteration | Two Hand Melee | Betrayal Unveil |
+(28–30)% to Fire Damage over Time Multiplier | 2x Orb of Alchemy | Two Hand Melee | Betrayal Unveil |
+(31–35)% to Fire Damage over Time Multiplier | 4x Chaos Orb | Two Hand Melee | Betrayal Unveil |
+(14–15)% to Fire Damage over Time Multiplier | 8x Orb of Alteration | One Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
+(16–17)% to Fire Damage over Time Multiplier | 2x Orb of Alchemy | One Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
+(18–20)% to Fire Damage over Time Multiplier | 4x Chaos Orb | One Hand Melee · One Hand Ranged · Two Hand Ranged | Betrayal Unveil |
Misc mods /17
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | +(20–30)% to Damage over Time Multiplier for Poison from Critical Strikes during Effect critical ailment | ||
1 | Jewel | Unique | +10% to Fire Damage over Time Multiplier attack | ||
1 | Jewel | Unique | +3% to Damage over Time Multiplier per 10 Intelligence on Unallocated Passives in Radius damage | ||
of Atrophy | 1 | Jewel | Suffix | +(6–8)% to Chaos Damage over Time Multiplier damage chaos | not_str 300 default 0 |
of Gelidity | 1 | Jewel | Suffix | +(6–8)% to Cold Damage over Time Multiplier damage elemental cold | not_str 300 default 0 |
of Zealousness | 1 | Jewel | Suffix | +(6–8)% to Fire Damage over Time Multiplier damage elemental fire | default 300 |
of Exsanguinating | 1 | Jewel | Suffix | +(6–8)% to Physical Damage over Time Multiplier damage physical | default 300 |
of Acrimony | 1 | Jewel | Suffix | +(4–6)% to Damage over Time Multiplier damage | default 300 |
of Blazing | 75 | SanctumSpecial | Suffix | +(15–20)% to Fire Damage over Time Multiplier damage elemental fire | str_special_relic 600 default 150 |
of Chilling | 75 | SanctumSpecial | Suffix | +(15–20)% to Cold Damage over Time Multiplier damage elemental cold | int_special_relic 600 default 150 |
of Lacerating | 75 | SanctumSpecial | Suffix | +(15–20)% to Physical Damage over Time Multiplier damage physical | str_special_relic 600 default 150 |
of Entropy | 75 | SanctumSpecial | Suffix | +(15–20)% to Chaos Damage over Time Multiplier damage chaos | int_special_relic 600 default 150 |
of Acrimony | 1 | Tincture | Suffix | +(9–13)% to Damage over Time Multiplier with Melee Weapon Attacks damage attack | tincture 500 default 0 |
of Dispersion | 34 | Tincture | Suffix | +(14–18)% to Damage over Time Multiplier with Melee Weapon Attacks damage attack | tincture 500 default 0 |
of Liquefaction | 58 | Tincture | Suffix | +(19–23)% to Damage over Time Multiplier with Melee Weapon Attacks damage attack | tincture 500 default 0 |
of Melting | 70 | Tincture | Suffix | +(24–28)% to Damage over Time Multiplier with Melee Weapon Attacks damage attack | tincture 500 default 0 |
of Dissolution | 84 | Tincture | Suffix | +(29–33)% to Damage over Time Multiplier with Melee Weapon Attacks damage attack | tincture 500 default 0 |
Essence /1
Item /2
local stat monsters pick up item [1]
Unique /18
+(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)
+50% to Cold Damage over Time Multiplier
50% increased Energy Shield
50% reduced Energy Shield Recharge Rate
+(25–75) to maximum Mana
(70–90)% increased Fire Damage
10% increased Cast Speed
+2 to Level of all Fire Spell Skill Gems
(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 200% higher while moving)
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
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(10–15)% increased Fire Damage
Adds (60–80) to (150–180) Physical Damage
+(350–400) to Accuracy Rating
Each Rage also grants +2% to Damage over Time Multiplier for Bleeding while wielding an Axe
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
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)
(20–30)% 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
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)
(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)
+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
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)
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 200% higher while moving)
(They will deal the same total damage over a shorter duration)
(Close Range is up to 2 metres)
(40–60)% increased Global Critical Strike Chance
(200–220)% increased Armour
+(60–75) to maximum Life
You have Perfect Agony if you've dealt a Critical Strike recently
(Recently refers to the past 4 seconds)
(Damage over Time Multiplier for Ailments is equal to Critical Strike Multiplier. Critical Strikes do not deal extra Damage, Non-Critical Strikes cannot inflict Ailments)
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)
+(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
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 /21
Regenerate 1.2% of Life per second
+24% to Fire Resistance
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)
Claw Attacks deal 25% increased Damage with Ailments
6% increased Attack Speed with Claws
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
10% increased Skill Effect Duration
25% increased Damage Over Time with Bow Skills
30% increased Fire Damage
10% chance to Aggravate Bleeding on targets you Hit with Attacks
(Bleeding which has been Aggravated always deals higher Damage as though the target was moving)
Regenerate 1% of Life per second
+10% to Chaos Resistance
30% increased Damage with Poison
Critical Strikes do not deal extra Damage
Non-Critical Strikes cannot inflict Ailments
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
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)
10% increased Attack Speed
20% increased Effect of Chill
+17% to Chaos Resistance
40% increased Critical Strike Chance
6% increased Attack Speed
Spell Skills have +12% to Damage over Time Multiplier for Poison
+25 to maximum Life
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)
30% reduced Bleed Duration on you
Cluster Jewel Passive /14
+20 to Strength
(Recently refers to the past 4 seconds)
Recover 1% of Life on Kill
Recover 1% of Energy Shield on Kill
Recover 2% of Life on Killing a Chilled Enemy
30% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
+6% to Damage over Time Multiplier for Poison while wielding a Claw or Dagger
+30% Chaos Resistance against Damage Over Time
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)
30% increased Critical Strike Chance
20% increased Critical Strike Chance
(Recently refers to the past 4 seconds)
20% increased Bleeding Duration
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 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 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)
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
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
of the Elder | 68 | +(11–15)% to Chaos Damage over Time Multiplier Group: 3308 | +(16–20)% to Chaos Damage over Time Multiplier |
of the Elder | 80 | +(16–20)% to Chaos Damage over Time Multiplier Group: 3308 | +(17–24)% to Chaos Damage over Time Multiplier |
of Shaping | 68 | +(11–15)% to Cold Damage over Time Multiplier Group: 3308 | +(16–20)% to Cold Damage over Time Multiplier |
of Shaping | 80 | +(16–20)% to Cold Damage over Time Multiplier Group: 3308 | +(17–24)% to Cold Damage over Time Multiplier |
of Shaping | 68 | +(11–15)% to Fire Damage over Time Multiplier Group: 3308 | +(16–20)% to Fire Damage over Time Multiplier |
of Shaping | 80 | +(16–20)% to Fire Damage over Time Multiplier Group: 3308 | +(17–24)% to Fire Damage over Time Multiplier |
of the Elder | 68 | +(11–15)% to Physical Damage over Time Multiplier Group: 3308 | +(16–20)% to Physical Damage over Time Multiplier |
of the Elder | 80 | +(16–20)% to Physical Damage over Time Multiplier Group: 3308 | +(17–24)% to Physical Damage over Time Multiplier |
of the Hunt | 68 | +(11–15)% to Fire Damage over Time Multiplier Group: 3308 | +(16–20)% to Fire Damage over Time Multiplier |
of the Hunt | 80 | +(16–20)% to Fire Damage over Time Multiplier Group: 3308 | +(21–25)% to Fire Damage over Time Multiplier |
of the Hunt | 68 | +(11–15)% to Cold Damage over Time Multiplier Group: 3308 | +(16–20)% to Cold Damage over Time Multiplier |
of the Hunt | 80 | +(16–20)% to Cold Damage over Time Multiplier Group: 3308 | +(21–25)% to Cold Damage over Time Multiplier |
of the Hunt | 68 | +(11–15)% to Chaos Damage over Time Multiplier Group: 3308 | +(16–20)% to Chaos Damage over Time Multiplier |
of the Hunt | 80 | +(16–20)% to Chaos Damage over Time Multiplier Group: 3308 | +(21–25)% to Chaos Damage over Time Multiplier |
of the Hunt | 68 | +(11–15)% to Physical Damage over Time Multiplier Group: 3308 | +(16–20)% to Physical Damage over Time Multiplier |
of the Hunt | 80 | +(16–20)% to Physical Damage over Time Multiplier Group: 3308 | +(21–25)% to Physical Damage over Time Multiplier |
Community Wiki
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:
more Damage against Chilled Enemies from Hypothermia Support
increased Damage against Hindered Enemies from Singularity
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 |
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.