Skill Gem /12
Skill Gem Quality /2
Item | Stats |
---|---|
Vaal Lightning Trap | Shocked Ground causes (0–5)% increased Damage taken |
Stormblast Mine | Each mine applies +(0–1)% increased Damage Taken to Enemies near it, up to a maximum of 150% |
Support Gem /1
Support Gem Quality /1
Item | Stats |
---|---|
Cast when Damage Taken Support | Supported Skills require (0–10)% reduced amount of Damage taken to Trigger |
Item mods /191
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
45 | Corrupted | (4–6)% reduced Chaos Damage taken chaos | body_armour 1000 default 0 | |
45 | Corrupted | (4–6)% reduced Cold Damage taken elemental cold | body_armour 1000 default 0 | |
20 | Corrupted | (4–6)% reduced Area Damage taken from Hits | shield 1000 default 0 | |
20 | Corrupted | (4–6)% reduced Damage taken from Projectile Hits | shield 1000 default 0 | |
45 | Corrupted | (4–6)% reduced Fire Damage taken elemental fire | body_armour 1000 default 0 | |
45 | Corrupted | (4–6)% reduced Lightning Damage taken elemental lightning | body_armour 1000 default 0 | |
of Bandaging | 44 | Suffix | (4–6)% of Damage taken Recouped as Life resource life | ring 500 default 0 |
of Stitching | 56 | Suffix | (7–9)% of Damage taken Recouped as Life resource life | ring 500 default 0 |
of Suturing | 68 | Suffix | (10–12)% of Damage taken Recouped as Life resource life | ring 500 default 0 |
of Fleshbinding | 79 | Suffix | (13–15)% of Damage taken Recouped as Life resource life | ring 500 default 0 |
of Shaping | 68 | Suffix | (-35–-25) Physical Damage taken from Attack Hits physical attack | belt_shaper 800 default 0 |
of Shaping | 75 | Suffix | (-45–-36) Physical Damage taken from Attack Hits physical attack | belt_shaper 800 default 0 |
of the Elder | 68 | Suffix | Socketed Gems are Supported by Level 5 Cast when Damage Taken gem | shield_elder 800 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 |
of the Hunt | 68 | Suffix | (-35–-25) Physical Damage taken from Attack Hits physical attack | belt_basilisk 500 default 0 |
of the Hunt | 75 | Suffix | (-45–-36) Physical Damage taken from Attack Hits physical attack | belt_basilisk 500 default 0 |
45 | ScourgeUpside | (7–8)% of Damage taken Recouped as Life resource life | helmet 500 default 0 | |
68 | ScourgeUpside | (9–10)% of Damage taken Recouped as Life resource life | helmet 500 default 0 | |
68 | ScourgeUpside | (11–12)% of Damage taken Recouped as Life resource life | helmet 500 default 0 | |
45 | ScourgeDownside | (7–8)% increased Physical Damage taken physical | helmet 200 default 0 | |
68 | ScourgeDownside | (9–10)% increased Physical Damage taken physical | helmet 200 default 0 | |
45 | ScourgeDownside | (7–8)% increased Fire Damage taken elemental fire | helmet 200 default 0 | |
68 | ScourgeDownside | (9–10)% increased Fire Damage taken elemental fire | helmet 200 default 0 | |
45 | ScourgeDownside | (7–8)% increased Cold Damage taken elemental cold | helmet 200 default 0 | |
68 | ScourgeDownside | (9–10)% increased Cold Damage taken elemental cold | helmet 200 default 0 | |
45 | ScourgeDownside | (7–8)% increased Lightning Damage taken elemental lightning | helmet 200 default 0 | |
68 | ScourgeDownside | (9–10)% increased Lightning Damage taken elemental lightning | helmet 200 default 0 | |
45 | ScourgeDownside | (7–8)% increased Chaos Damage taken chaos | helmet 200 default 0 | |
68 | ScourgeDownside | (9–10)% increased Chaos Damage taken chaos | helmet 200 default 0 | |
45 | ScourgeDownside | 12% increased Damage taken while on Full Life | helmet 500 default 0 | |
68 | ScourgeDownside | 20% increased Damage taken while on Full Life | helmet 500 default 0 | |
75 | RedImplicit | (7–8)% of Fire Damage taken Recouped as Life | no_tier_6_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (9–10)% of Fire Damage taken Recouped as Life | no_tier_5_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (11–12)% of Fire Damage taken Recouped as Life | no_tier_4_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (13–14)% of Fire Damage taken Recouped as Life | no_tier_3_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (15–16)% of Fire Damage taken Recouped as Life | no_tier_2_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (17–18)% of Fire Damage taken Recouped as Life | no_tier_1_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (15–16)% of Fire Damage taken Recouped as Life resource life elemental fire | no_tier_5_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (17–18)% of Fire Damage taken Recouped as Life resource life elemental fire | no_tier_4_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (19–20)% of Fire Damage taken Recouped as Life resource life elemental fire | no_tier_3_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (21–22)% of Fire Damage taken Recouped as Life resource life elemental fire | no_tier_2_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (23–24)% of Fire Damage taken Recouped as Life resource life elemental fire | no_tier_1_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (23–24)% of Fire Damage taken Recouped as Life resource life elemental fire | no_tier_4_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (25–26)% of Fire Damage taken Recouped as Life resource life elemental fire | no_tier_3_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (27–28)% of Fire Damage taken Recouped as Life resource life elemental fire | no_tier_2_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (29–30)% of Fire Damage taken Recouped as Life resource life elemental fire | no_tier_1_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | (7–8)% of Cold Damage taken Recouped as Life | no_tier_6_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (9–10)% of Cold Damage taken Recouped as Life | no_tier_5_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (11–12)% of Cold Damage taken Recouped as Life | no_tier_4_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (13–14)% of Cold Damage taken Recouped as Life | no_tier_3_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (15–16)% of Cold Damage taken Recouped as Life | no_tier_2_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (17–18)% of Cold Damage taken Recouped as Life | no_tier_1_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (15–16)% of Cold Damage taken Recouped as Life resource life elemental cold | no_tier_5_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (17–18)% of Cold Damage taken Recouped as Life resource life elemental cold | no_tier_4_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (19–20)% of Cold Damage taken Recouped as Life resource life elemental cold | no_tier_3_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (21–22)% of Cold Damage taken Recouped as Life resource life elemental cold | no_tier_2_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (23–24)% of Cold Damage taken Recouped as Life resource life elemental cold | no_tier_1_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (23–24)% of Cold Damage taken Recouped as Life resource life elemental cold | no_tier_4_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (25–26)% of Cold Damage taken Recouped as Life resource life elemental cold | no_tier_3_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (27–28)% of Cold Damage taken Recouped as Life resource life elemental cold | no_tier_2_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (29–30)% of Cold Damage taken Recouped as Life resource life elemental cold | no_tier_1_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | (7–8)% of Lightning Damage taken Recouped as Life | no_tier_6_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (9–10)% of Lightning Damage taken Recouped as Life | no_tier_5_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (11–12)% of Lightning Damage taken Recouped as Life | no_tier_4_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (13–14)% of Lightning Damage taken Recouped as Life | no_tier_3_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (15–16)% of Lightning Damage taken Recouped as Life | no_tier_2_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (17–18)% of Lightning Damage taken Recouped as Life | no_tier_1_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (15–16)% of Lightning Damage taken Recouped as Life resource life elemental lightning | no_tier_5_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (17–18)% of Lightning Damage taken Recouped as Life resource life elemental lightning | no_tier_4_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (19–20)% of Lightning Damage taken Recouped as Life resource life elemental lightning | no_tier_3_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (21–22)% of Lightning Damage taken Recouped as Life resource life elemental lightning | no_tier_2_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (23–24)% of Lightning Damage taken Recouped as Life resource life elemental lightning | no_tier_1_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (23–24)% of Lightning Damage taken Recouped as Life resource life elemental lightning | no_tier_4_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (25–26)% of Lightning Damage taken Recouped as Life resource life elemental lightning | no_tier_3_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (27–28)% of Lightning Damage taken Recouped as Life resource life elemental lightning | no_tier_2_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (29–30)% of Lightning Damage taken Recouped as Life resource life elemental lightning | no_tier_1_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | (7–8)% of Physical Damage taken Recouped as Life | no_tier_6_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (9–10)% of Physical Damage taken Recouped as Life | no_tier_5_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (11–12)% of Physical Damage taken Recouped as Life | no_tier_4_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (13–14)% of Physical Damage taken Recouped as Life | no_tier_3_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (15–16)% of Physical Damage taken Recouped as Life | no_tier_2_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | (17–18)% of Physical Damage taken Recouped as Life | no_tier_1_eldritch_implicit 0 helmet 600 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (15–16)% of Physical Damage taken Recouped as Life resource life physical | no_tier_5_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (17–18)% of Physical Damage taken Recouped as Life resource life physical | no_tier_4_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (19–20)% of Physical Damage taken Recouped as Life resource life physical | no_tier_3_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (21–22)% of Physical Damage taken Recouped as Life resource life physical | no_tier_2_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (23–24)% of Physical Damage taken Recouped as Life resource life physical | no_tier_1_eldritch_implicit 0 helmet 300 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (23–24)% of Physical Damage taken Recouped as Life resource life physical | no_tier_4_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (25–26)% of Physical Damage taken Recouped as Life resource life physical | no_tier_3_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (27–28)% of Physical Damage taken Recouped as Life resource life physical | no_tier_2_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (29–30)% of Physical Damage taken Recouped as Life resource life physical | no_tier_1_eldritch_implicit 0 helmet 120 default 0 | |
75 | RedImplicit | (8–9)% of Damage taken Recouped as Life resource life | no_tier_6_eldritch_implicit 0 body_armour 700 default 0 | |
75 | RedImplicit | (10–11)% of Damage taken Recouped as Life resource life | no_tier_5_eldritch_implicit 0 body_armour 700 default 0 | |
75 | RedImplicit | (12–13)% of Damage taken Recouped as Life resource life | no_tier_4_eldritch_implicit 0 body_armour 700 default 0 | |
75 | RedImplicit | (14–15)% of Damage taken Recouped as Life resource life | no_tier_3_eldritch_implicit 0 body_armour 700 default 0 | |
75 | RedImplicit | (16–17)% of Damage taken Recouped as Life resource life | no_tier_2_eldritch_implicit 0 body_armour 700 default 0 | |
75 | RedImplicit | (18–19)% of Damage taken Recouped as Life resource life | no_tier_1_eldritch_implicit 0 body_armour 700 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (16–17)% of Damage taken Recouped as Life resource life | no_tier_5_eldritch_implicit 0 body_armour 350 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (18–19)% of Damage taken Recouped as Life resource life | no_tier_4_eldritch_implicit 0 body_armour 350 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (20–21)% of Damage taken Recouped as Life resource life | no_tier_3_eldritch_implicit 0 body_armour 350 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (22–23)% of Damage taken Recouped as Life resource life | no_tier_2_eldritch_implicit 0 body_armour 350 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (24–25)% of Damage taken Recouped as Life resource life | no_tier_1_eldritch_implicit 0 body_armour 350 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (24–25)% of Damage taken Recouped as Life resource life | no_tier_4_eldritch_implicit 0 body_armour 140 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (26–27)% of Damage taken Recouped as Life resource life | no_tier_3_eldritch_implicit 0 body_armour 140 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (28–29)% of Damage taken Recouped as Life resource life | no_tier_2_eldritch_implicit 0 body_armour 140 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (30–31)% of Damage taken Recouped as Life resource life | no_tier_1_eldritch_implicit 0 body_armour 140 default 0 | |
75 | BlueImplicit | 45% reduced Reflected Damage taken | no_tier_6_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | 50% reduced Reflected Damage taken | no_tier_5_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | 55% reduced Reflected Damage taken | no_tier_4_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | 60% reduced Reflected Damage taken | no_tier_3_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | 65% reduced Reflected Damage taken | no_tier_2_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | 70% reduced Reflected Damage taken | no_tier_1_eldritch_implicit 0 body_armour 700 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 65% reduced Reflected Damage taken | no_tier_5_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 70% reduced Reflected Damage taken | no_tier_4_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 75% reduced Reflected Damage taken | no_tier_3_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 80% reduced Reflected Damage taken | no_tier_2_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 85% reduced Reflected Damage taken | no_tier_1_eldritch_implicit 0 body_armour 350 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 85% reduced Reflected Damage taken | no_tier_4_eldritch_implicit 0 body_armour 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 90% reduced Reflected Damage taken | no_tier_3_eldritch_implicit 0 body_armour 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 95% reduced Reflected Damage taken | no_tier_2_eldritch_implicit 0 body_armour 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 100% reduced Reflected Damage taken | no_tier_1_eldritch_implicit 0 body_armour 140 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 230 Strength | no_tier_6_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 220 Strength | no_tier_5_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 210 Strength | no_tier_4_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 200 Strength | no_tier_3_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 190 Strength | no_tier_2_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 180 Strength | no_tier_1_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 200 Strength | no_tier_5_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 190 Strength | no_tier_4_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 180 Strength | no_tier_3_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 170 Strength | no_tier_2_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 160 Strength | no_tier_1_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 170 Strength | no_tier_4_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 160 Strength | no_tier_3_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 150 Strength | no_tier_2_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 140 Strength | no_tier_1_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 230 Dexterity | no_tier_6_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 220 Dexterity | no_tier_5_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 210 Dexterity | no_tier_4_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 200 Dexterity | no_tier_3_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 190 Dexterity | no_tier_2_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 180 Dexterity | no_tier_1_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 200 Dexterity | no_tier_5_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 190 Dexterity | no_tier_4_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 180 Dexterity | no_tier_3_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 170 Dexterity | no_tier_2_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 160 Dexterity | no_tier_1_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 170 Dexterity | no_tier_4_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 160 Dexterity | no_tier_3_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 150 Dexterity | no_tier_2_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 140 Dexterity | no_tier_1_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 230 Intelligence | no_tier_6_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 220 Intelligence | no_tier_5_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 210 Intelligence | no_tier_4_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 200 Intelligence | no_tier_3_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 190 Intelligence | no_tier_2_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | 1% less Damage Taken per 180 Intelligence | no_tier_1_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 200 Intelligence | no_tier_5_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 190 Intelligence | no_tier_4_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 180 Intelligence | no_tier_3_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 170 Intelligence | no_tier_2_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 1% less Damage Taken per 160 Intelligence | no_tier_1_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 170 Intelligence | no_tier_4_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 160 Intelligence | no_tier_3_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 150 Intelligence | no_tier_2_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 1% less Damage Taken per 140 Intelligence | no_tier_1_eldritch_implicit 0 body_armour 100 default 0 | |
62 | WeaponTree | Adds 3 to 66 Lightning Damage 4% increased Lightning Damage taken | one_hand_weapon 250 default 0 | |
82 | WeaponTree | Adds 7 to 132 Lightning Damage 4% increased Lightning Damage taken | one_hand_weapon 125 default 0 | |
62 | WeaponTree | Adds 6 to 124 Lightning Damage 6% increased Lightning Damage taken | two_hand_weapon 250 default 0 | |
82 | WeaponTree | Adds 13 to 242 Lightning Damage 6% increased Lightning Damage taken | two_hand_weapon 125 default 0 | |
62 | WeaponTree | Adds 2 to 48 Lightning Damage to Spells 4% increased Lightning Damage taken | two_hand_weapon 0 caster_unique_weapon 125 attack_dagger 0 wand 125 sceptre 125 dagger 125 default 0 | |
82 | WeaponTree | Adds 5 to 94 Lightning Damage to Spells 4% increased Lightning Damage taken | two_hand_weapon 0 caster_unique_weapon 63 attack_dagger 0 wand 63 sceptre 63 dagger 63 default 0 | |
62 | WeaponTree | Adds 4 to 88 Lightning Damage to Spells 6% increased Lightning Damage taken | one_hand_weapon 0 caster_unique_weapon 125 attack_staff 0 staff 125 default 0 | |
82 | WeaponTree | Adds 9 to 173 Lightning Damage to Spells 6% increased Lightning Damage taken | one_hand_weapon 0 caster_unique_weapon 63 attack_staff 0 staff 63 default 0 | |
62 | WeaponTree | 4% increased Lightning Damage taken Minions deal 2 to 48 additional Lightning Damage | two_hand_weapon 0 weapon_can_roll_minion_modifiers 1250 minion_unique_weapon 1250 default 0 | |
82 | WeaponTree | 4% increased Lightning Damage taken Minions deal 5 to 94 additional Lightning Damage | two_hand_weapon 0 weapon_can_roll_minion_modifiers 630 minion_unique_weapon 630 default 0 | |
62 | WeaponTree | 6% increased Lightning Damage taken Minions deal 4 to 88 additional Lightning Damage | one_hand_weapon 0 weapon_can_roll_minion_modifiers 1250 minion_unique_weapon 1250 default 0 | |
82 | WeaponTree | 6% increased Lightning Damage taken Minions deal 9 to 173 additional Lightning Damage | one_hand_weapon 0 weapon_can_roll_minion_modifiers 630 minion_unique_weapon 630 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 | |
20 | WeaponTree | 15% increased Armour, Evasion and Energy Shield 40% reduced Reflected Damage taken | shield 250 default 0 | |
20 | WeaponTree | 20% increased Armour, Evasion and Energy Shield 40% reduced Reflected Damage taken | shield 250 default 0 | |
20 | WeaponTree | 25% increased Armour, Evasion and Energy Shield 40% reduced Reflected Damage taken | shield 250 default 0 | |
68 | WeaponTree | 100% reduced Reflected Elemental Damage taken 100% increased Reflected Physical Damage taken | shield 500 default 0 | |
68 | WeaponTree | 100% increased Reflected Elemental Damage taken 100% reduced Reflected Physical Damage taken | shield 500 default 0 | |
1 | WeaponTree | Cannot be Stunned when on Low Life 8% increased Damage taken while on Low Life | shield 250 default 0 | |
76 | WeaponTree | Cannot be Stunned when on Low Life 5% increased Damage taken while on Low Life | shield 250 default 0 | |
of Haunting | 45 | Suffix | (25–35)% of Damage taken Recouped as Life resource life | necropolis_body_armour 350 default 0 |
of Haunting | 45 | Suffix | (25–35)% of Damage taken Recouped as Mana resource mana | necropolis_body_armour 350 default 0 |
Enchantment Modifier /5
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Enchantment Flame Totem Consecrated Ground Enemy Damage Taken 1 | 66 | Enchantment | Consecrated Ground from Holy Flame Totem applies 6% increased Damage taken to Enemies damage caster | helmet 75 default 0 |
Enchantment Flame Totem Consecrated Ground Enemy Damage Taken 2 | 75 | Enchantment | Consecrated Ground from Holy Flame Totem applies 9% increased Damage taken to Enemies damage caster | helmet 75 default 0 |
Enchantment Ice Siphon Trap Damage Taken 1 | 75 | Enchantment | Siphoning Trap's beam to you grants 1% reduced Damage taken for each other beam damage caster | helmet 67 default 0 |
Enchantment Purifying Flame Consecrated Ground Enemy Damage Taken 1 | 66 | Enchantment | Consecrated Ground from Purifying Flame applies 6% increased Damage taken to Enemies damage caster | helmet 100 default 0 |
Enchantment Purifying Flame Consecrated Ground Enemy Damage Taken 2 | 75 | Enchantment | Consecrated Ground from Purifying Flame applies 9% increased Damage taken to Enemies damage caster | helmet 100 default 0 |
Monsters mods /65
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Physical Reflection Aura | 40 | Unique | physical damage taken % to deal to attacker [14] damage physical | |
Elemental Reflection Aura | 40 | Unique | elemental damage taken % to deal to attacker [14] damage elemental | |
1 | Unique | 25% reduced Damage taken | ||
1 | Unique | 75% reduced Damage taken | ||
1 | Unique | Chaos Damage taken does not bypass Energy Shield chaos | ||
Physical Reflection Aura | 1 | Unique | physical damage taken % to deal to attacker [35] damage physical | |
Elemental Reflection Aura | 1 | Unique | elemental damage taken % to deal to attacker [35] damage elemental | |
of Trickery | 68 | Unique | Prevent +10% of Suppressed Spell Damage +100% chance to Suppress Spell Damage Monsters grant 20000% increased Experience Non-Damaging Ailments Reflection moment of respite damage taken over time +% final [-50] | no_common_monster_mods 0 legion_monster 0 essence_monster 0 delve_monster 0 abyss_monster 0 breach_commander 0 immobile 0 blight_monster 0 magic 0 default 50 |
Arcane | 6 | Unique | 150% faster start of Energy Shield Recharge Chaos Damage taken does not bypass Energy Shield Gain 40% of Maximum Life as Extra Maximum Energy Shield | no_common_monster_mods 0 not_int 0 ward_armour 0 magic 0 default 4000 |
of Bloodletting | 24 | Unique | Attacks cause Bleeding 50% increased Damage with Bleeding 25% increased Bleeding Duration 25% reduced Physical Damage taken over time | no_common_monster_mods 0 caster 0 magic 0 default 1500 |
Berserk | 39 | Unique | 40% increased Damage 75% increased Attack Speed 75% increased Cast Speed 40% increased Movement Speed 50% increased Character Size 30% reduced Damage taken immune to culling strike [1] | no_common_monster_mods 0 default 1500 |
of Malediction | 34 | Unique | 20% reduced Movement Speed 30% increased Damage taken hellscape monster damage +% final [-30] | no_common_monster_mods 0 magic 0 default 1000 |
of Bloodletting | 18 | Unique | Attacks cause Bleeding 50% increased Damage with Bleeding 25% increased Bleeding Duration 25% reduced Physical Damage taken over time | no_common_monster_mods 0 caster 0 rare 0 default 1500 |
Arcane | 6 | Unique | 50% faster start of Energy Shield Recharge Chaos Damage taken does not bypass Energy Shield Gain 40% of Maximum Life as Extra Maximum Energy Shield | no_common_monster_mods 0 not_int 0 ward_armour 0 rare 0 default 4000 |
1 | Unique | elemental damage taken % to deal to attacker [2] physical damage taken % to deal to attacker [2] damage physical elemental | ||
1 | Unique | elemental damage taken % to deal to attacker [100] physical damage taken % to deal to attacker [100] damage physical elemental | ||
1 | Unique | 25% reduced Physical Damage taken physical | default 1000 | |
Warlord's Touch | 1 | Torment | 30% reduced Physical Damage taken physical | default 1000 |
Warlord's Grip | 1 | Torment | +50% to all Elemental Resistances 40% reduced Physical Damage taken elemental resistance | default 1000 |
1 | Unique | Chaos Damage taken does not bypass Energy Shield Gain 50% of Maximum Life as Extra Maximum Energy Shield defences | default 1000 | |
Shavronne's Touch | 1 | Torment | Chaos Damage taken does not bypass Energy Shield Gain 50% of Maximum Life as Extra Maximum Energy Shield bloodlines beacon on death variation [3] defences | default 1000 |
Shavronne's Grip | 1 | Torment | Chaos Damage taken does not bypass Energy Shield Gain 100% of Maximum Life as Extra Maximum Energy Shield defences | default 1000 |
Legacy of Zeal | 1 | Bloodlines | damage +% per bloodline damage charge [7] damage taken +% per bloodline damage charge [-5] maximum bloodline damage charges [18] damage | |
Thornflesh | 1 | Bloodlines | elemental damage taken % to deal to attacker [10] physical damage taken % to deal to attacker [5] damage physical elemental | |
Cult of the Elements | 1 | Bloodlines | 50% increased Damage taken elemental lightning ailment | |
Otherworldly | 1 | Bloodlines | bloodlines monster unholy might damage taken +% [-50] bloodlines monster unholy might duration ms [3000,5000] | |
1 | Unique | 45% increased Physical Damage taken 40% increased Physical Damage taken over time Attack Hits have 20% chance to Maim you for 4 seconds 20% chance to be inflicted with Bleeding when Hit by an Attack curse count [1] enemy aggravate bleeding on attack hit chance % against self [0] caster curse | ||
1 | Unique | 45% increased Physical Damage taken 20% increased Physical Damage taken over time % chance to be inflicted with Bleeding when Hit by an Attack curse count [1] enemy aggravate bleeding on attack hit chance % against self [0] caster curse | ||
Deadhand Talisman | 1 | Talisman | base monster will be deleted on death [1] bloodworm on damage taken % [50] explode on death % main hand damage to deal as chaos [30] damage chaos | |
1 | Unique | 10% increased Damage taken from Melee Attacks attack | ||
1 | Unique | 20% increased Damage taken from Melee Attacks attack | ||
Rotfeather Talisman | 1 | Talisman | 20% increased Damage 20% increased Character Size 20% reduced Damage taken damage | |
1 | Unique | damage taken +% from spike traps final [-80] | ||
1 | Unique | damage taken +% from spike traps final [-100] | ||
1 | Unique | damage taken +% from arrow traps final [-80] | ||
1 | Unique | damage taken +% from arrow traps final [-100] | ||
1 | Unique | damage taken +% from arrow traps final [-90] | ||
1 | Unique | damage taken +% from guillotine traps final [-90] | ||
1 | Unique | damage taken +% from guillotine traps final [-100] | ||
Wailing Essence of Loathing | 1 | Essence | 25% reduced Damage taken active skill damage +% final [50] damage | |
Screaming Essence of Loathing | 1 | Essence | 25% reduced Damage taken active skill damage +% final [50] damage | |
Shrieking Essence of Loathing | 1 | Essence | 25% reduced Damage taken active skill damage +% final [50] damage | |
Deafening Essence of Loathing | 1 | Essence | 25% reduced Damage taken active skill damage +% final [50] damage | |
1 | Unique | permanent actor scale +% on minion death [-2] permanent damage taken +% on minion death [2] permanent item quantity +% on minion death [-40] permanent item rarity +% on minion death [-80] minion | ||
1 | Unique | 40% reduced Damage taken | ||
1 | Essence | 7% increased Damage 700% more maximum Life 8% increased Character Size 30% reduced Damage taken Enemies Cannot Leech Life From you resource life damage | ||
1 | Unique | 30% increased Damage 40% increased Attack Speed 40% increased Movement Speed 25% reduced Damage taken damage attack speed | ||
1 | Unique | 18% increased Damage 40% increased Attack Speed 40% increased Movement Speed 25% reduced Damage taken damage attack speed | ||
1 | Unique | 20% increased Attack Speed 40% increased Movement Speed 25% reduced Damage taken damage attack speed | ||
1 | Unique | 20% increased Damage 20% increased Attack Speed 10% increased Movement Speed 20% reduced Damage taken damage attack speed | ||
1 | Unique | 40% increased Damage 40% reduced Damage taken damage attack speed | ||
1 | Unique | 35% more Attack Speed 35% increased Movement Speed Gain 125% of Physical Damage as Extra Fire Damage 80% reduced Damage taken Action Speed cannot be modified to below Base Value damage physical elemental fire attack speed | ||
1 | Unique | 29% increased Damage 50% reduced Damage taken 1000% increased Quantity of Items Dropped 1000% increased Rarity of Items Dropped | ||
1 | Unique | Cannot be Stunned 50% reduced Damage taken stance movement speed +% final [-41] speed | ||
Craicic Presence | 20 | Bestiary | 50% increased maximum Life Gain 60% of Physical Damage as Extra Cold Damage 20% reduced Damage taken % increased Rarity of Items Dropped resource life damage physical elemental cold | bestiary_deep 100 default 0 |
1 | Unique | 25% increased Damage Regenerate 5% of Life per second 50% reduced Damage taken resource life damage | ||
1 | Unique | 50% reduced Damage taken stance movement speed +% final [-100] speed | ||
Eroding Touch | 1 | Delirium | affliction monster debuff damage taken +% on hit [6] damage | |
1 | Unique | 67% reduced Damage taken | ||
Spell Resistant | 12 | Prefix | rare monster mod spell damage taken +% final [-50] | default 1000 |
Berserking | 39 | Prefix | 40% increased Damage 75% increased Attack Speed 75% increased Cast Speed 40% increased Movement Speed 50% increased Character Size 30% reduced Damage taken | default 1500 |
1 | Unique | 100% increased Damage taken | ||
1 | Unique | 50% increased Damage taken | ||
1 | Unique | Damage taken from Enemy Hits is recovered as Life by your Ancestral Totem | ||
1 | Unique | monster map boss extra damage taken from crit +% final [-50] |
Abyss Jewel mods /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Spurring | 75 | Prefix | 2% of Damage taken Recouped as Mana resource mana | abyss_jewel_melee 100 abyss_jewel_ranged 100 abyss_jewel_caster 300 abyss_jewel_summoner 300 default 0 |
Motivating | 86 | Prefix | 3% of Damage taken Recouped as Mana resource mana | abyss_jewel_melee 100 abyss_jewel_ranged 100 abyss_jewel_caster 300 abyss_jewel_summoner 300 default 0 |
Fossil mods /6
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Underground | 1 | Suffix | (-75–-50) Physical Damage taken from Hits physical | abyss_jewel 0 jewel 0 body_armour 0 default 0 |
of the Underground | 1 | Suffix | (-34–-20) Physical Damage taken from Hits physical | abyss_jewel 0 jewel 0 body_armour 2000 default 0 |
of the Underground | 30 | Suffix | (-49–-35) Physical Damage taken from Hits physical | abyss_jewel 0 jewel 0 body_armour 2000 default 0 |
of the Underground | 60 | Suffix | (-75–-50) Physical Damage taken from Hits physical | abyss_jewel 0 jewel 0 body_armour 2000 default 0 |
Subterranean | 1 | Prefix | (1–2)% reduced Physical Damage taken over time physical | jewel 1000 abyss_jewel 1000 default 0 |
of the Underground | 1 | Suffix | (2–3)% of Damage taken Recouped as Mana resource mana | jewel 1000 abyss_jewel 1000 default 0 |
Map mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Lightning | 1 | Suffix | Area has patches of Shocked Ground which increase Damage taken by 10% 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size map ground effect patches per 100 tiles [16] map ground effect radius [12] | uber_tier_map 0 top_tier_map 0 expedition_logbook 250 default 0 |
of Lightning | 1 | Suffix | Area has patches of Shocked Ground which increase Damage taken by 20% 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size map ground effect patches per 100 tiles [20] map ground effect radius [14] | uber_tier_map 0 low_tier_map 250 expedition_logbook 0 primordial_map 0 default 0 |
of Lightning | 68 | Suffix | Area has patches of Shocked Ground which increase Damage taken by 20% 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size map ground effect patches per 100 tiles [20] map ground effect radius [14] | uber_tier_map 0 top_tier_map 0 expedition_logbook 250 default 0 |
of Lightning | 1 | Suffix | Area has patches of Shocked Ground which increase Damage taken by 35% 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size map ground effect patches per 100 tiles [24] map ground effect radius [16] | uber_tier_map 0 mid_tier_map 250 expedition_logbook 0 primordial_map 0 default 0 |
of Lightning | 73 | Suffix | Area has patches of Shocked Ground which increase Damage taken by 35% 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size map ground effect patches per 100 tiles [24] map ground effect radius [16] | uber_tier_map 0 top_tier_map 0 expedition_logbook 250 default 0 |
of Lightning | 1 | Suffix | Area has patches of Shocked Ground which increase Damage taken by 50% 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size map ground effect patches per 100 tiles [28] map ground effect radius [18] | uber_tier_map 0 top_tier_map 250 maven_map 0 expedition_logbook 0 primordial_map 0 default 0 |
of Lightning | 1 | Suffix | Area has patches of Shocked Ground which increase Damage taken by 50% 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area map ground effect patches per 100 tiles [28] map ground effect radius [18] | uber_tier_map 0 top_tier_map 0 maven_map 250 primordial_map 250 default 0 |
of Lightning | 78 | Suffix | Area has patches of Shocked Ground which increase Damage taken by 50% 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size map ground effect patches per 100 tiles [28] map ground effect radius [18] | uber_tier_map 0 top_tier_map 0 expedition_logbook 250 default 0 |
Delve Area mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Area has patches of Shocked Ground which increase Damage taken by 20% 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size map ground effect patches per 100 tiles [20] map ground effect radius [14] | default 250 | |
52 | DelveArea | Area has patches of Shocked Ground which increase Damage taken by 35% 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size map ground effect patches per 100 tiles [24] map ground effect radius [16] | default 250 | |
173 | DelveArea | Area has patches of Shocked Ground which increase Damage taken by 50% 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size map ground effect patches per 100 tiles [28] map ground effect radius [18] | default 250 |
Heist Area mods /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Lightning | 46 | Suffix | Area has patches of Shocked Ground which increase Damage taken by 20% heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map ground effect patches per 100 tiles [16] map ground effect radius [12] map item drop quantity +% [10] map item drop rarity +% [6] elemental lightning ailment | default 250 |
of Lightning | 68 | Suffix | Area has patches of Shocked Ground which increase Damage taken by 20% heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map ground effect patches per 100 tiles [20] map ground effect radius [14] map item drop quantity +% [10] map item drop rarity +% [6] elemental lightning ailment | default 250 |
of Lightning | 73 | Suffix | Area has patches of Shocked Ground which increase Damage taken by 35% heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map ground effect patches per 100 tiles [24] map ground effect radius [16] map item drop quantity +% [10] map item drop rarity +% [6] elemental lightning ailment | default 250 |
of Lightning | 78 | Suffix | Area has patches of Shocked Ground which increase Damage taken by 50% heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map ground effect patches per 100 tiles [28] map ground effect radius [18] map item drop quantity +% [10] map item drop rarity +% [6] elemental lightning ailment | default 250 |
Veiled mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Chosen | 60 | Prefix | +(51–55) to maximum Mana (7–8)% of Damage taken Recouped as Mana resource mana | ring 600 amulet 600 default 0 |
of the Order | 60 | Suffix | 15% of Damage Taken from Hits is Leeched as Life during Effect resource life | flask 1000 default 0 |
of the Order | 60 | Suffix | (60–80)% reduced Reflected Damage taken during Effect | flask 1000 default 0 |
Crafting Bench /6
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
5% reduced Damage taken from Damage Over Time | 2x Regal Orb | Shield | Crimson Township Map |
+(26–30) to maximum Mana 4% of Damage taken Recouped as Mana | 6x Orb of Augmentation | Ring · Amulet | Betrayal Unveil |
+(31–35) to maximum Mana 5% of Damage taken Recouped as Mana | 4x Orb of Alchemy | Ring · Amulet | Betrayal Unveil |
+(36–40) to maximum Mana 6% of Damage taken Recouped as Mana | 4x Chaos Orb | Ring · Amulet | Betrayal Unveil |
(45–55)% reduced Reflected Damage taken during Effect | 6x Glassblower's Bauble | Flask | Betrayal Unveil |
15% of Damage Taken from Hits is Leeched as Life during Effect | 6x Glassblower's Bauble | Flask | Betrayal Unveil |
Misc mods /31
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Chaos Damage taken does not bypass Energy Shield during effect | ||
85 | Flask | Unique | Shocks nearby Enemies during Effect, causing 10% increased Damage taken elemental lightning ailment | ||
1 | Flask | Unique | You are Shocked during Effect, causing 50% increased Damage taken elemental lightning ailment | ||
1 | Flask | Unique | During Effect, 6% reduced Damage taken of each Element for which your Uncapped Elemental Resistance is lowest | ||
75 | Flask | Unique | When Hit during effect, 25% of Life loss from Damage taken occurs over 4 seconds instead | ||
of Infusion | 1 | Jewel | Suffix | (4–6)% of Damage taken Recouped as Life resource life | not_int 250 default 500 |
1 | Jewel | Unique | 10% increased Damage taken | ||
1 | Jewel | Unique | With 5 Corrupted Items Equipped: 50% of Chaos Damage taken does not bypass Energy Shield, and 50% of Physical Damage taken bypasses Energy Shield resource life defences chaos | ||
1 | Jewel | Unique | 10% increased Damage taken while on Full Energy Shield | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, 10% of Damage taken Recouped as Mana if you've Warcried Recently local jewel effect base radius [1200] | ||
1 | Jewel | Unique | 1% of Damage taken Recouped as Mana resource life mana | jewel 1 default 0 | |
1 | Jewel | Unique | 10% reduced Reflected Elemental Damage taken elemental | jewel 1 default 0 | |
1 | Jewel | Unique | 10% reduced Reflected Physical Damage taken physical | jewel 1 default 0 | |
1 | PrimordialAltar | Unique | All Damage taken from Hits can Sap you (25–35)% chance to be Sapped when Hit | primordial_altar_upside 0 tangle_altar 1000 default 0 | |
1 | PrimordialAltar | Unique | All Damage taken from Hits can Scorch you (25–35)% chance to be Scorched when Hit | primordial_altar_upside 0 cleansing_fire_altar 1000 default 0 | |
Fireborn | 75 | SanctumSpecial | Prefix | (15–20)% of Fire Damage taken Recouped as Life | str_special_relic 600 default 150 |
Iceborn | 75 | SanctumSpecial | Prefix | (15–20)% of Cold Damage taken Recouped as Life | dex_special_relic 600 default 150 |
Stormborn | 75 | SanctumSpecial | Prefix | (15–20)% of Lightning Damage taken Recouped as Life | int_special_relic 600 default 150 |
Bladeborn | 75 | SanctumSpecial | Prefix | (15–20)% of Physical Damage taken Recouped as Life | str_special_relic 600 default 150 |
Resolute | 75 | SanctumSpecial | Prefix | (15–20)% of Damage taken Recouped as Life resource life | int_special_relic 600 default 150 |
Chosen | 75 | SanctumSpecial | Prefix | (50–65)% reduced Reflected Damage taken | str_special_relic 600 default 150 |
1 | Tincture | Unique | -1 Fire Damage taken from Hits per Mana Burn elemental fire | ||
of the Juggernaut | 81 | Charm | Suffix | 2% of Armour applies to Fire, Cold and Lightning Damage taken from Hits | str_animal_charm 20 default 0 |
of the Juggernaut | 83 | Charm | Suffix | 3% of Armour applies to Fire, Cold and Lightning Damage taken from Hits | str_animal_charm 10 default 0 |
of the Chieftain | 1 | Charm | Suffix | Recoup (5–7)% of Damage Taken by your Totems as Life | str_animal_charm 1000 default 0 |
of the Chieftain | 60 | Charm | Suffix | Recoup (8–12)% of Damage Taken by your Totems as Life | str_animal_charm 500 default 0 |
Inquisitor's | 45 | Charm | Prefix | Consecrated Ground you create applies (5–6)% increased Damage taken to Enemies | int_animal_charm 250 str_animal_charm 250 default 0 |
Inquisitor's | 72 | Charm | Prefix | Consecrated Ground you create applies (7–10)% increased Damage taken to Enemies | int_animal_charm 125 str_animal_charm 125 default 0 |
Elementalist's | 45 | Charm | Prefix | Shocks from your Hits always increase Damage taken by at least (5–7)% | int_animal_charm 500 default 0 |
Elementalist's | 72 | Charm | Prefix | Shocks from your Hits always increase Damage taken by at least (8–10)% | int_animal_charm 250 default 0 |
of Lightning | 1 | UberMap | Suffix | Area has patches of Shocked Ground which increase Damage taken by 50% 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size map ground effect patches per 100 tiles [28] map ground effect radius [18] | has_uber_map_suffix 30 default 0 |
Essence /2
Item /1
Omen of Resurgence
Will be Consumed when you reach 25% of Life
to cause 100% of Damage taken to be Recouped as Life for 4 seconds
to cause 100% of Damage taken to be Recouped as Life for 4 seconds
Unique /125
+(10–16) to all Attributes
+(80–100) to all Attributes
-4 Physical Damage taken from Attack Hits
(Attributes are Strength, Dexterity, and Intelligence)
-4 Physical Damage taken from Attack Hits
(Attributes are Strength, Dexterity, and Intelligence)
+(25–40) to maximum Life
+(75–100) to maximum Life
Regenerate (200–350) Life per second
Regenerate (8–10) Mana per second
(-25–-15)% to all Elemental Resistances
(-50–-40) Physical Damage taken from Attack Hits
40% increased Armour while not Ignited, Frozen or Shocked
Regenerate (200–350) Life per second
Regenerate (8–10) Mana per second
(-25–-15)% to all Elemental Resistances
(-50–-40) Physical Damage taken from Attack Hits
40% increased Armour while not Ignited, Frozen or Shocked
(15–25)% increased Stun and Block Recovery
+(20–30) to all Attributes
(10–20)% increased Rarity of Items found
+20% to Fire Resistance
20% increased Flask Effect Duration
-2 Physical Damage taken from Attack Hits
(Attributes are Strength, Dexterity, and Intelligence)
(10–20)% increased Rarity of Items found
+20% to Fire Resistance
20% increased Flask Effect Duration
-2 Physical Damage taken from Attack Hits
(Attributes are Strength, Dexterity, and Intelligence)
+(12–16)% to Fire and Lightning Resistances
Adds (20–25) to (30–50) Fire Damage to Spells and Attacks
(25–30)% increased Lightning Damage
+(30–40) to maximum Mana
When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy
When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy
(Shock increases Damage taken by 15%, for 2 seconds)
(Ignite deals Fire Damage over time)
(25–30)% increased Lightning Damage
+(30–40) to maximum Mana
When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy
When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy
(Shock increases Damage taken by 15%, for 2 seconds)
(Ignite deals Fire Damage over time)
+(8–10)% to all Elemental Resistances
+(20–30)% to all Elemental Resistances
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)
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)
(80–100)% increased Evasion Rating
+(40–50)% to Fire Resistance
Cannot be Ignited
(75–150)% increased Physical Damage with Ranged Weapons
(-60–-30) Physical Damage taken from Attack Hits
+(40–50)% to Fire Resistance
Cannot be Ignited
(75–150)% increased Physical Damage with Ranged Weapons
(-60–-30) Physical Damage taken from Attack Hits
+(30–60) to maximum Life
(-15–-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
(-15–-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
+3 to Level of Socketed Fire Gems
100% increased Global Critical Strike Chance
(120–160)% increased Energy Shield
15% of Fire Damage Converted to Chaos Damage
100% increased Spell Damage taken when on Low Mana
(You are on Low Mana if you have 50% of your Maximum Mana or less)
100% increased Global Critical Strike Chance
(120–160)% increased Energy Shield
15% of Fire Damage Converted to Chaos Damage
100% increased Spell Damage taken when on Low Mana
(You are on Low Mana if you have 50% of your Maximum Mana or less)
(200–240)% increased Evasion Rating
+(60–70) to maximum Life
+(6–10)% to Fire Resistance
+(26–40)% to Cold Resistance
+(11–25)% to Lightning Resistance
25% reduced Movement Speed
1% increased Movement Speed per 600 Evasion Rating, up to 75%
(-50–-40) Physical Damage taken from Hits by Animals
+(60–70) to maximum Life
+(6–10)% to Fire Resistance
+(26–40)% to Cold Resistance
+(11–25)% to Lightning Resistance
25% reduced Movement Speed
1% increased Movement Speed per 600 Evasion Rating, up to 75%
(-50–-40) Physical Damage taken from Hits by Animals
(3–10)% increased Spell Damage
(100–150)% increased Energy Shield
10% faster start of Energy Shield Recharge
+(30–40)% to Lightning Resistance
Reflects 1 to 250 Lightning Damage to Melee Attackers
Chaos Damage taken does not bypass Energy Shield
10% faster start of Energy Shield Recharge
+(30–40)% to Lightning Resistance
Reflects 1 to 250 Lightning Damage to Melee Attackers
Chaos Damage taken does not bypass Energy Shield
+(10–20) to Strength
(60–80)% increased Armour
25% reduced Chaos Damage taken over time
25% increased Light Radius
Chaos Damage taken does not bypass Energy Shield
(-40–-30) Chaos Damage taken
(60–80)% increased Armour
25% reduced Chaos Damage taken over time
25% increased Light Radius
Chaos Damage taken does not bypass Energy Shield
(-40–-30) Chaos Damage taken
Adds 1 to 120 Lightning Damage to Attacks
(20–60)% increased Armour and Energy Shield
Gain (10–20) Life per Enemy Killed
15% increased Movement Speed
Drops Shocked Ground while moving, lasting 2 seconds
(Shock increases Damage taken by 15%)
(20–60)% increased Armour and Energy Shield
Gain (10–20) Life per Enemy Killed
15% increased Movement Speed
Drops Shocked Ground while moving, lasting 2 seconds
(Shock increases Damage taken by 15%)
+(20–25) to all Attributes
Adds 40 to 60 Physical Damage to Attacks
+(100–125)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Physical Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
Adds 40 to 60 Physical Damage to Attacks
+(100–125)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Physical Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
+(150–225) to maximum Energy Shield
Reflects 5 Physical Damage to Melee Attackers
+25 Physical Damage taken from Attack Hits
Pain Attunement
(You are on Low Life if you have 50% of your Maximum Life or less)
(30% more Spell Damage when on Low Life)
Reflects 5 Physical Damage to Melee Attackers
+25 Physical Damage taken from Attack Hits
Pain Attunement
(You are on Low Life if you have 50% of your Maximum Life or less)
(30% more Spell Damage when on Low Life)
+(100–120) to maximum Mana
Gain (10–15)% of Maximum Mana as Extra Maximum Energy Shield
(10–20)% of Damage taken Recouped as Mana
Enemies Cannot Leech Mana From you
Cannot Leech Mana
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
Gain (10–15)% of Maximum Mana as Extra Maximum Energy Shield
(10–20)% of Damage taken Recouped as Mana
Enemies Cannot Leech Mana From you
Cannot Leech Mana
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
+(26–30)% to all Elemental Resistances
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)
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)
+(20–30) to maximum Life
(180–220)% increased Armour
+(160–180) to maximum Life
5% reduced Movement Speed
20% increased Stun and Block Recovery
-25 Physical Damage taken from Projectile Attacks
+5% Chance to Block
+(160–180) to maximum Life
5% reduced Movement Speed
20% increased Stun and Block Recovery
-25 Physical Damage taken from Projectile Attacks
+5% Chance to Block
+(10–20) to maximum Life
(60–80)% increased Armour
+(30–50) to maximum Life
(-80–-50) Physical Damage taken from Projectile Attacks
200% increased Armour against Projectiles
+25% chance to Block Projectile Attack Damage
+(30–50) to maximum Life
(-80–-50) Physical Damage taken from Projectile Attacks
200% increased Armour against Projectiles
+25% chance to Block Projectile Attack Damage
Adds 1 to (600–750) Lightning Damage
(10–15)% increased Attack Speed
100% of Lightning Damage Converted to Chaos Damage
Your Chaos Damage can Shock
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
+40% to Maximum Effect of Shock
use unique purple shock effect [1]
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Base Maximum Effect of Shock is 50% increased Damage taken)
(10–15)% increased Attack Speed
100% of Lightning Damage Converted to Chaos Damage
Your Chaos Damage can Shock
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
+40% to Maximum Effect of Shock
use unique purple shock effect [1]
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Base Maximum Effect of Shock is 50% increased Damage taken)
30% increased Elemental Damage with Attack Skills
No Physical Damage
Adds (425–475) to (550–600) Fire Damage
(10–15)% increased Attack Speed
20% chance to Ignite
10% increased Physical Damage taken
10% increased Fire Damage taken
Culling Strike against Burning Enemies
Gain a Frenzy Charge if an Attack Ignites an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
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)
40% increased Global Accuracy Rating
Adds 1 to (550–650) Lightning Damage
(7–10)% increased Attack Speed
1% increased Damage taken per Frenzy Charge
(15–20)% increased Lightning Damage per Frenzy Charge
20 Life gained on Kill per Frenzy Charge
sound on kill wolf call [1]
(7–10)% increased Attack Speed
1% increased Damage taken per Frenzy Charge
(15–20)% increased Lightning Damage per Frenzy Charge
20 Life gained on Kill per Frenzy Charge
sound on kill wolf call [1]
+5% chance to Suppress Spell Damage
Grants Level 25 Bear Trap Skill
(18–28)% increased Trap Damage
(15–25)% increased Global Physical Damage
+(60–80) to maximum Life
(-18–-14) Physical Damage taken from Attack Hits
25% chance to gain a Power Charge when you Throw a Trap
(18–28)% increased Trap Damage
(15–25)% increased Global Physical Damage
+(60–80) to maximum Life
(-18–-14) Physical Damage taken from Attack Hits
25% chance to gain a Power Charge when you Throw a Trap
+(20–30)% to Fire Resistance
+(25–40)% to Cold Resistance
(25–40)% increased Attack Speed while Ignited
(25–40)% increased Cast Speed while Ignited
+25% chance to be Ignited
All Damage Taken from Hits can Ignite you
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(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)
22% increased Elemental Damage
+2 to Level of all Spell Skill Gems
10% Global chance to Blind Enemies on hit
+(1–2) Maximum Energy Shield per Level
Enemies Blinded by you have Malediction
+(1–2) Maximum Mana per Level
Unaffected by Blind
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Malediction causes 10% reduced damage dealt and 10% increased damage taken)
10% Global chance to Blind Enemies on hit
+(1–2) Maximum Energy Shield per Level
Enemies Blinded by you have Malediction
+(1–2) Maximum Mana per Level
Unaffected by Blind
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Malediction causes 10% reduced damage dealt and 10% increased damage taken)
10% Chance to Block Spell Damage
+(20–30) to Intelligence
+5% Chance to Block
Curse Enemies with Punishment when you Block their Melee Damage, ignoring Curse Limit
Curse Enemies with Temporal Chains when you Block their Projectile Attack Damage, ignoring Curse Limit
Curse Enemies with Elemental Weakness when you Block their Spell Damage, ignoring Curse Limit
(Punishment is a Hex which increases Damage taken by 30% while the target is on low life and causes them to be Debilitated for 2 seconds when they Hit. It lasts 8 seconds)
(Temporal Chains is a Hex which reduces Action Speed by 15%, or 9% on Rare or Unique targets, and makes other effects on the target expire 40% slower. It has 50% less effect on Players and lasts 5 seconds)
(Elemental Weakness is a Hex which inficts -15% to all Elemental Resistances. It lasts 8 seconds)
+(20–30) to Intelligence
+5% Chance to Block
Curse Enemies with Punishment when you Block their Melee Damage, ignoring Curse Limit
Curse Enemies with Temporal Chains when you Block their Projectile Attack Damage, ignoring Curse Limit
Curse Enemies with Elemental Weakness when you Block their Spell Damage, ignoring Curse Limit
(Punishment is a Hex which increases Damage taken by 30% while the target is on low life and causes them to be Debilitated for 2 seconds when they Hit. It lasts 8 seconds)
(Temporal Chains is a Hex which reduces Action Speed by 15%, or 9% on Rare or Unique targets, and makes other effects on the target expire 40% slower. It has 50% less effect on Players and lasts 5 seconds)
(Elemental Weakness is a Hex which inficts -15% to all Elemental Resistances. It lasts 8 seconds)
+25% Chance to Block Spell Damage while wielding a Staff
40% increased Strength Requirement
+(80–120) to Intelligence
(30–50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
15% chance to Shock
Damage Penetrates 20% Lightning Resistance
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(80–120) to Intelligence
(30–50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
15% chance to Shock
Damage Penetrates 20% Lightning Resistance
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(9–20) to maximum Energy Shield
Adds 1 to (30–50) Lightning Damage to Attacks
100% increased Shock Duration on you
Shocks you cause are reflected back to you
60% increased Damage while Shocked
15% increased Movement Speed while Shocked
(Shock increases Damage taken by 15%, for 2 seconds)
100% increased Shock Duration on you
Shocks you cause are reflected back to you
60% increased Damage while Shocked
15% increased Movement Speed while Shocked
(Shock increases Damage taken by 15%, for 2 seconds)
+(20–30)% to Lightning Resistance
40% increased Damage with Hits against Shocked Enemies
20% increased Lightning Damage
+(20–40) to maximum Mana
1% of Damage Leeched as Life against Shocked Enemies
25% chance to Shock
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
20% increased Lightning Damage
+(20–40) to maximum Mana
1% of Damage Leeched as Life against Shocked Enemies
25% chance to Shock
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(20–30) to Dexterity
+(30–50) to Evasion Rating
+(15–30) to maximum Energy Shield
+20% to Cold Resistance
20% increased Movement Speed
15% increased Damage taken while on Full Energy Shield
20% increased Movement Speed while on Full Energy Shield
+(30–50) to Evasion Rating
+(15–30) to maximum Energy Shield
+20% to Cold Resistance
20% increased Movement Speed
15% increased Damage taken while on Full Energy Shield
20% increased Movement Speed while on Full Energy Shield
+20% Chance to Block Spell Damage while wielding a Staff
+12% Chance to Block Attack Damage while wielding a Staff
100% increased Physical Damage
(5–10)% increased Attack Speed
Reflects (22–44) Physical Damage to Attackers on Block
Curse Enemies with Vulnerability on Block
(Warstaves are considered Staves)
(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)
100% increased Physical Damage
(5–10)% increased Attack Speed
Reflects (22–44) Physical Damage to Attackers on Block
Curse Enemies with Vulnerability on Block
(Warstaves are considered Staves)
(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)
+(15–25) to maximum Energy Shield
(10–15)% increased Attack Speed
(10–15)% increased Cast Speed
(-20–20)% reduced Skill Effect Duration
(6–12)% of Damage taken Recouped as Mana
(6–12)% of Damage taken Recouped as Life
Unaffected by Temporal Chains
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
(10–15)% increased Cast Speed
(-20–20)% reduced Skill Effect Duration
(6–12)% of Damage taken Recouped as Mana
(6–12)% of Damage taken Recouped as Life
Unaffected by Temporal Chains
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
+(20–30) to Dexterity
+(40–80) to maximum Life
+(20–40) to maximum Mana
20% reduced Duration of Elemental Ailments on Enemies
Items and Gems have 10% increased Attribute Requirements
Always Freeze, Shock and Ignite
(Attributes are Strength, Dexterity, and Intelligence)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(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)
(8–12)% increased Spell Damage
20% increased Spell Damage
12% increased Cast Speed
Regenerate 2 Mana per second
4% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
12% increased Cast Speed
Regenerate 2 Mana per second
4% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
40% increased Global Accuracy Rating
Adds 1 to 9 Lightning Damage
+40% to Lightning Resistance
9% chance to Shock
50% of Physical Damage from Hits taken as Lightning Damage
When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Shock increases Damage taken by 15%, for 2 seconds)
+40% to Lightning Resistance
9% chance to Shock
50% of Physical Damage from Hits taken as Lightning Damage
When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Shock increases Damage taken by 15%, for 2 seconds)
+25% to Global Critical Strike Multiplier
No Physical Damage
Adds 1 to (40–50) Lightning Damage
(25–30)% increased Attack Speed
Grants 2 Life per Enemy Hit
(15–20)% chance to Shock
Herald of Thunder has 50% increased Buff Effect
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Adds 1 to (40–50) Lightning Damage
(25–30)% increased Attack Speed
Grants 2 Life per Enemy Hit
(15–20)% chance to Shock
Herald of Thunder has 50% increased Buff Effect
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
With 5 Corrupted Items Equipped: 50% of Chaos Damage taken does not bypass Energy Shield, and 50% of Physical Damage taken bypasses Energy Shield
(Flasks and Jewels are not Equipped)
(Flasks and Jewels are not Equipped)
Corrupted
20% faster start of Energy Shield Recharge
10% increased Damage taken while on Full Energy Shield
10% increased Damage taken while on Full Energy Shield
Corrupted
+(15–25) to maximum Energy Shield
Regenerate (10–15) Life per second
(20–40)% increased Mana Regeneration Rate
Minions have 15% increased maximum Life
Minions have 10% increased Area of Effect
350 Physical Damage taken on Minion Death
(20–40)% increased Mana Regeneration Rate
Minions have 15% increased maximum Life
Minions have 10% increased Area of Effect
350 Physical Damage taken on Minion Death
+20% Chance to Block Spell Damage while wielding a Staff
(80–100)% increased Physical Damage
Adds (25–35) to (45–60) Cold Damage
Adds (1–10) to (70–90) Lightning Damage
(20–35)% increased Critical Strike Chance
100% chance to Avoid being Shocked while Chilled
50% chance to Shock Chilled Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Adds (25–35) to (45–60) Cold Damage
Adds (1–10) to (70–90) Lightning Damage
(20–35)% increased Critical Strike Chance
100% chance to Avoid being Shocked while Chilled
50% chance to Shock Chilled Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
40% increased Global Accuracy Rating
(20–50)% increased Physical Damage
Adds (3–4) to (5–8) Physical Damage
15% increased Attack Speed
Gain (25–30)% of Physical Damage as Extra Cold Damage
10% increased Damage taken from Skeletons
10% increased Damage taken from Ghosts
Adds (3–4) to (5–8) Physical Damage
15% increased Attack Speed
Gain (25–30)% of Physical Damage as Extra Cold Damage
10% increased Damage taken from Skeletons
10% increased Damage taken from Ghosts
60% increased Block Recovery
Adds 4 to 8 Physical Damage to Attacks
Adds 12 to 15 Cold Damage to Attacks
(90–130)% increased Armour and Evasion
+(30–50)% to Fire Resistance
Curse Enemies with Vulnerability on Block
(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)
Adds 12 to 15 Cold Damage to Attacks
(90–130)% increased Armour and Evasion
+(30–50)% to Fire Resistance
Curse Enemies with Vulnerability on Block
(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)
+(12–16)% to Cold and Lightning Resistances
+(15–25) to Intelligence
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Grants Level 20 Doryani's Touch Skill
+(80–100) to maximum Energy Shield
30% chance to Shock
Adds (150–225) to (525–600) Lightning Damage to Unarmed Melee Hits
Adds (90–135) to (315–360) Lightning Damage to Spells while Unarmed
+(200–250) Energy Shield gained on Killing a Shocked Enemy
30% increased Effect of Lightning Ailments
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
(You are Unarmed as long as you have no Equipped Weapons)
(Lightning Ailments are Shocked and Sapped)
+(80–100) to maximum Energy Shield
30% chance to Shock
Adds (150–225) to (525–600) Lightning Damage to Unarmed Melee Hits
Adds (90–135) to (315–360) Lightning Damage to Spells while Unarmed
+(200–250) Energy Shield gained on Killing a Shocked Enemy
30% increased Effect of Lightning Ailments
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
(You are Unarmed as long as you have no Equipped Weapons)
(Lightning Ailments are Shocked and Sapped)
1 to 4 Added Physical Damage with Bow Attacks
+10% to all Elemental Resistances
50% increased Duration of Elemental Ailments on Enemies
10% chance to Freeze, Shock and Ignite
Gain 25% of Weapon Physical Damage as Extra Damage of a random Element
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
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)
(7–10)% increased maximum Mana
With at least 40 Intelligence in Radius, 10% of Damage taken Recouped as Mana if you've Warcried Recently
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
(Recently refers to the past 4 seconds)
With at least 40 Intelligence in Radius, 10% of Damage taken Recouped as Mana if you've Warcried Recently
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
(Recently refers to the past 4 seconds)
25% increased Duration
Chaos Damage taken does not bypass Energy Shield during effect
Removes all but one Life on use
Removed life is Regenerated as Energy Shield over 2 seconds
Chaos Damage taken does not bypass Energy Shield during effect
Removes all but one Life on use
Removed life is Regenerated as Energy Shield over 2 seconds
(125–150)% increased Charges per use
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
Adds (10–15) to (55–65) Lightning Damage to Spells during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
Adds (10–15) to (55–65) Lightning Damage to Spells during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(5–10)% increased Spell Damage
Trigger Level 20 Fog of War when your Trap is triggered
+(20–30) to Intelligence
(250–300)% increased Energy Shield
(30–50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
30% reduced Spell Damage taken from Blinded Enemies
No Chance to Block
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+(20–30) to Intelligence
(250–300)% increased Energy Shield
(30–50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
30% reduced Spell Damage taken from Blinded Enemies
No Chance to Block
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(10–15)% increased Spell Damage
(210–250)% increased Energy Shield
+2 to Maximum Power Charges
20% chance to gain a Power Charge on Hit
(12–16)% increased Spell Damage per Power Charge
Lose all Power Charges on reaching Maximum Power Charges
Shocks you when you reach Maximum Power Charges
(Shock increases Damage taken by 15%, for 2 seconds)
+2 to Maximum Power Charges
20% chance to gain a Power Charge on Hit
(12–16)% increased Spell Damage per Power Charge
Lose all Power Charges on reaching Maximum Power Charges
Shocks you when you reach Maximum Power Charges
(Shock increases Damage taken by 15%, for 2 seconds)
40% increased Spell Damage
(120–160)% increased Energy Shield
(50–100)% increased Energy Shield Recovery rate
10% increased Area of Effect
10% increased Damage taken
(120–160)% increased Energy Shield
(50–100)% increased Energy Shield Recovery rate
10% increased Area of Effect
10% increased Damage taken
(11–15)% increased Spell Damage
25% chance to Trigger Level 10 Summon Raging Spirit on Kill
Adds (20–24) to (38–46) Fire Damage
Adds (20–24) to (38–46) Fire Damage to Spells
10% chance to Cover Enemies in Ash on Hit
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
Adds (20–24) to (38–46) Fire Damage
Adds (20–24) to (38–46) Fire Damage to Spells
10% chance to Cover Enemies in Ash on Hit
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
Adds 2 to 4 Physical Damage to Attacks
+2000 to Armour
+(30–60) to maximum Life
(-15–-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
+2000 to Armour
+(30–60) to maximum Life
(-15–-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
(120–160)% increased Evasion Rating
+(30–50)% to Fire Resistance
35% less Damage taken if you have not been Hit Recently
100% increased Evasion Rating if you have been Hit Recently
(Recently refers to the past 4 seconds)
+(30–50)% to Fire Resistance
35% less Damage taken if you have not been Hit Recently
100% increased Evasion Rating if you have been Hit Recently
(Recently refers to the past 4 seconds)
+(260–355) to maximum Energy Shield
Reflects 5 Physical Damage to Melee Attackers
+25 Physical Damage taken from Attack Hits
Pain Attunement
(You are on Low Life if you have 50% of your Maximum Life or less)
(30% more Spell Damage when on Low Life)
Reflects 5 Physical Damage to Melee Attackers
+25 Physical Damage taken from Attack Hits
Pain Attunement
(You are on Low Life if you have 50% of your Maximum Life or less)
(30% more Spell Damage when on Low Life)
(230–260)% increased Evasion and Energy Shield
+(15–20) to maximum Energy Shield
(20–30)% increased maximum Mana
10% chance to Shock
+20% chance to be Shocked
30% of Lightning Damage is taken from Mana before Life
Attack Skills have Added Lightning Damage equal to 6% of maximum Mana
Lose 3% of Mana when you use an Attack Skill
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Shock increases Damage taken by 15%, for 2 seconds)
+(15–20) to maximum Energy Shield
(20–30)% increased maximum Mana
10% chance to Shock
+20% chance to be Shocked
30% of Lightning Damage is taken from Mana before Life
Attack Skills have Added Lightning Damage equal to 6% of maximum Mana
Lose 3% of Mana when you use an Attack Skill
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Shock increases Damage taken by 15%, for 2 seconds)
+(20–30) to maximum Mana
+(30–60) to maximum Mana
Regenerate (3–6) Mana per second
(-8–-4) to Total Mana Cost of Skills
8% of Damage taken Recouped as Mana
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
Regenerate (3–6) Mana per second
(-8–-4) to Total Mana Cost of Skills
8% of Damage taken Recouped as Mana
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
5% chance to deal Double Damage
Adds (60–80) to (270–320) Physical Damage
50% of Physical Damage Converted to Lightning Damage
50% chance to Shock
Damage Penetrates 20% Lightning Resistance
Enemies you Shock have 30% reduced Cast Speed
Enemies you Shock have 20% reduced Movement Speed
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
50% of Physical Damage Converted to Lightning Damage
50% chance to Shock
Damage Penetrates 20% Lightning Resistance
Enemies you Shock have 30% reduced Cast Speed
Enemies you Shock have 20% reduced Movement Speed
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
30% increased Global Physical Damage
(400–450)% increased Physical Damage
(5–8)% increased Attack Speed
+(90–100) to maximum Life
Your Physical Damage can Shock
20% increased Area of Effect for Attacks
Deal no Elemental Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(5–8)% increased Attack Speed
+(90–100) to maximum Life
Your Physical Damage can Shock
20% increased Area of Effect for Attacks
Deal no Elemental Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(80–120)% increased Armour
-30% to Fire Resistance
(-200–-100) Fire Damage taken from Hits
Armour is increased by Overcapped Fire Resistance
(Overcapped Resistance is the amount by whch Uncapped Resistance is higher than Maximum Resistance)
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
-30% to Fire Resistance
(-200–-100) Fire Damage taken from Hits
Armour is increased by Overcapped Fire Resistance
(Overcapped Resistance is the amount by whch Uncapped Resistance is higher than Maximum Resistance)
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
+(20–30) to Strength
+(20–30) to Strength
25% increased Fire Damage
+(25–35) to maximum Life
+(20–40)% to Fire Resistance
Nearby Enemies are Covered in Ash
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
25% increased Fire Damage
+(25–35) to maximum Life
+(20–40)% to Fire Resistance
Nearby Enemies are Covered in Ash
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
+(20–30) to Strength
10% increased Strength
10% increased maximum Life
+(20–40)% to Fire Resistance
Damage Penetrates 10% Fire Resistance
Cover Enemies in Ash when they Hit you
Avatar of Fire
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
10% increased maximum Life
+(20–40)% to Fire Resistance
Damage Penetrates 10% Fire Resistance
Cover Enemies in Ash when they Hit you
Avatar of Fire
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
(5–10)% increased Spell Damage
(240–260)% increased Energy Shield
+(70–100) to maximum Life
+(30–40)% to Lightning Resistance
+(17–29)% to Chaos Resistance
Chaos Damage taken does not bypass Energy Shield while not on Low Life
Reflect Shocks applied to you to all Nearby Enemies
(You are on Low Life if you have 50% of your Maximum Life or less)
+(70–100) to maximum Life
+(30–40)% to Lightning Resistance
+(17–29)% to Chaos Resistance
Chaos Damage taken does not bypass Energy Shield while not on Low Life
Reflect Shocks applied to you to all Nearby Enemies
(You are on Low Life if you have 50% of your Maximum Life or less)
25% chance to Maim on Hit
(230–270)% increased Physical Damage
15% reduced Attack Speed
Curse Enemies with Vulnerability on Hit
Exerted Attacks deal 200% increased Damage
Exerted Attacks Knock Enemies Back on Hit
(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)
(Vaal Attacks, Channelling Attacks, Retaliation Attacks, and Attacks which Repeat cannot be Exerted)
15% reduced Attack Speed
Curse Enemies with Vulnerability on Hit
Exerted Attacks deal 200% increased Damage
Exerted Attacks Knock Enemies Back on Hit
(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)
(Vaal Attacks, Channelling Attacks, Retaliation Attacks, and Attacks which Repeat cannot be Exerted)
40% increased Global Accuracy Rating
Grants Level 25 Envy Skill
Minions have +29% to Chaos Resistance
Minions have 60% chance to inflict Withered on Hit
Minions have +5% to Critical Strike Multiplier per Withered Debuff on Enemy
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Minions have +29% to Chaos Resistance
Minions have 60% chance to inflict Withered on Hit
Minions have +5% to Critical Strike Multiplier per Withered Debuff on Enemy
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
During Effect, 6% reduced Damage taken of each Element for which your Uncapped Elemental Resistance is lowest
During Effect, Damage Penetrates (5–8)% Resistance of each Element for which your Uncapped Elemental Resistance is highest
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
During Effect, Damage Penetrates (5–8)% Resistance of each Element for which your Uncapped Elemental Resistance is highest
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
(7–13)% increased Chaos Damage
With at least 40 Intelligence in Radius, Blight inflicts Withered for 2 seconds
With at least 40 Intelligence in Radius, Blight has 30% reduced Cast Speed
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
With at least 40 Intelligence in Radius, Blight inflicts Withered for 2 seconds
With at least 40 Intelligence in Radius, Blight has 30% reduced Cast Speed
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
(125–150)% increased Charges per use
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
Adds (10–15) to (55–65) Lightning Damage to Attacks during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
Adds (10–15) to (55–65) Lightning Damage to Attacks during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(125–150)% increased Charges per use
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
50% of Physical Damage Converted to Lightning during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
50% of Physical Damage Converted to Lightning during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(125–150)% increased Charges per use
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
Damage Penetrates 6% Lightning Resistance during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
Damage Penetrates 6% Lightning Resistance during Effect
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(25–35) to Strength
(20–30)% increased Lightning Damage
+(300–350) to Armour
+(30–35)% to Fire Resistance
+(30–35)% to Cold Resistance
0.6% of Lightning Damage Leeched as Life
(20–30)% chance to Shock during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(300–350) to Armour
+(30–35)% to Fire Resistance
+(30–35)% to Cold Resistance
0.6% of Lightning Damage Leeched as Life
(20–30)% chance to Shock during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(10–16) to all Attributes
+(10–20)% to Fire Resistance
+(10–20)% to Cold Resistance
+(20–40)% to Lightning Resistance
30% reduced Duration of Ailments on Enemies
(5–10)% chance to Shock
Enemies take (5–10)% increased Damage for each type of Ailment you have inflicted on them
Your Elemental Damage can Shock
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(10–20)% to Cold Resistance
+(20–40)% to Lightning Resistance
30% reduced Duration of Ailments on Enemies
(5–10)% chance to Shock
Enemies take (5–10)% increased Damage for each type of Ailment you have inflicted on them
Your Elemental Damage can Shock
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Adds (3–5) to (70–82) Lightning Damage to Spells and Attacks
(30–40)% increased Spell Damage
Adds (26–35) to (95–105) Lightning Damage to Spells
+(6–10)% to Critical Strike Multiplier per Power Charge
+0.3% Critical Strike Chance per Power Charge
+2% Chance to Block Spell Damage per Power Charge
Adds 3 to 9 Lightning Damage to Spells per Power Charge
200 Lightning Damage taken per second per Power Charge if
your Skills have dealt a Critical Strike Recently
charge elder art variation [1]
(Recently refers to the past 4 seconds)
Adds (26–35) to (95–105) Lightning Damage to Spells
+(6–10)% to Critical Strike Multiplier per Power Charge
+0.3% Critical Strike Chance per Power Charge
+2% Chance to Block Spell Damage per Power Charge
Adds 3 to 9 Lightning Damage to Spells per Power Charge
200 Lightning Damage taken per second per Power Charge if
your Skills have dealt a Critical Strike Recently
charge elder art variation [1]
(Recently refers to the past 4 seconds)
Adds (130–150) to (270–300) Cold Damage
(15–25)% increased Attack Speed
4% increased Movement Speed per Frenzy Charge
+(400–500) to Accuracy Rating
2% chance to Avoid Elemental Damage from Hits per Frenzy Charge
12 to 14 Added Cold Damage per Frenzy Charge
0.5% of Attack Damage Leeched as Life per Frenzy Charge
200 Cold Damage taken per second per Frenzy Charge while moving
charge elder art variation [1]
(No chance to avoid damage can be higher than 75%)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(15–25)% increased Attack Speed
4% increased Movement Speed per Frenzy Charge
+(400–500) to Accuracy Rating
2% chance to Avoid Elemental Damage from Hits per Frenzy Charge
12 to 14 Added Cold Damage per Frenzy Charge
0.5% of Attack Damage Leeched as Life per Frenzy Charge
200 Cold Damage taken per second per Frenzy Charge while moving
charge elder art variation [1]
(No chance to avoid damage can be higher than 75%)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
10% reduced Enemy Stun Threshold
Adds (45–60) to (100–120) Physical Damage
Gain (30–40)% of Physical Attack Damage as Extra Fire Damage
+4% to Chaos Resistance per Endurance Charge
1% reduced Elemental Damage taken from Hits per Endurance Charge
Adds 5 to 8 Physical Damage per Endurance Charge
+500 to Armour per Endurance Charge
200 Fire Damage taken per second per Endurance Charge if you've been Hit Recently
charge elder art variation [1]
(Recently refers to the past 4 seconds)
Gain (30–40)% of Physical Attack Damage as Extra Fire Damage
+4% to Chaos Resistance per Endurance Charge
1% reduced Elemental Damage taken from Hits per Endurance Charge
Adds 5 to 8 Physical Damage per Endurance Charge
+500 to Armour per Endurance Charge
200 Fire Damage taken per second per Endurance Charge if you've been Hit Recently
charge elder art variation [1]
(Recently refers to the past 4 seconds)
Grants Level 20 Petrification Statue Skill
(200–250)% increased Energy Shield
+(60–80) to maximum Life
(5–10)% increased Attack and Cast Speed
5% additional Physical Damage Reduction while moving
5% reduced Elemental Damage taken while stationary
(200–250)% increased Energy Shield
+(60–80) to maximum Life
(5–10)% increased Attack and Cast Speed
5% additional Physical Damage Reduction while moving
5% reduced Elemental Damage taken while stationary
+20% Chance to Block Spell Damage while wielding a Staff
+15% Chance to Block Attack Damage while wielding a Staff
Adds (242–260) to (268–285) Physical Damage
(20–35)% increased Critical Strike Chance
50% of Physical Damage Converted to Cold Damage
50% of Physical Damage Converted to Lightning Damage
100% chance to Avoid being Shocked while Chilled
(30–40)% chance to Chill Attackers for 4 seconds on Block
(30–40)% chance to Shock Attackers for 4 seconds on Block
(Warstaves are considered Staves)
(Chill reduces Enemy Action Speed by 10%)
(Shock increases Damage taken by 15%)
Adds (242–260) to (268–285) Physical Damage
(20–35)% increased Critical Strike Chance
50% of Physical Damage Converted to Cold Damage
50% of Physical Damage Converted to Lightning Damage
100% chance to Avoid being Shocked while Chilled
(30–40)% chance to Chill Attackers for 4 seconds on Block
(30–40)% chance to Shock Attackers for 4 seconds on Block
(Warstaves are considered Staves)
(Chill reduces Enemy Action Speed by 10%)
(Shock increases Damage taken by 15%)
30% increased Elemental Damage with Attack Skills
(5–8)% increased Attack Speed
+(90–100) to maximum Life
Your Elemental Damage can Shock
Gain 700% of Weapon Physical Damage as Extra Damage of a random Element
20% increased Area of Effect for Attacks
Deal no Non-Elemental Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(90–100) to maximum Life
Your Elemental Damage can Shock
Gain 700% of Weapon Physical Damage as Extra Damage of a random Element
20% increased Area of Effect for Attacks
Deal no Non-Elemental Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+400 to Accuracy Rating
(180–210)% increased Physical Damage
(10–15)% increased Attack Speed
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
50% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Hits with this Weapon Freeze Enemies as though dealing (150–200)% more Damage
Hits with this Weapon Shock Enemies as though dealing (150–200)% more Damage
Ignites inflicted with this Weapon deal (50–75)% more Damage
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+400 to Accuracy Rating
(180–210)% increased Physical Damage
(10–15)% increased Attack Speed
100% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Hits with this Weapon deal (30–60)% increased Damage to Ignited Enemies
Hits with this Weapon deal (30–60)% increased Damage to Frozen Enemies
Hits with this Weapon deal (30–60)% increased Damage to Shocked Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(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)
+(9–20) to maximum Energy Shield
+(15–20) to all Attributes
(5–10)% increased Movement Speed
Damage of Enemies Hitting you is Unlucky while you are Cursed with Vulnerability
You count as on Full Life while you are Cursed with Vulnerability
You are Cursed with Vulnerability
(Attributes are Strength, Dexterity, and Intelligence)
(Unlucky things are rolled twice and the worst result used)
(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)
(5–10)% increased Movement Speed
Damage of Enemies Hitting you is Unlucky while you are Cursed with Vulnerability
You count as on Full Life while you are Cursed with Vulnerability
You are Cursed with Vulnerability
(Attributes are Strength, Dexterity, and Intelligence)
(Unlucky things are rolled twice and the worst result used)
(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)
+(9–20) to maximum Energy Shield
+(15–20) to all Attributes
(5–10)% increased Movement Speed
50% increased Effect of Curses on you
You count as on Low Life while you are Cursed with Vulnerability
You are Cursed with Vulnerability
(Attributes are Strength, Dexterity, and Intelligence)
(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)
(5–10)% increased Movement Speed
50% increased Effect of Curses on you
You count as on Low Life while you are Cursed with Vulnerability
You are Cursed with Vulnerability
(Attributes are Strength, Dexterity, and Intelligence)
(Vulnerability is a Hex which increases Physical Damage taken by 15% and causes Hits to have +25% chance to inflict Bleeding on the target. It lasts 8 seconds)
18% increased Elemental Damage
+(20–30) to all Attributes
Minions deal (30–40)% increased Damage
Summoned Skeletons Cover Enemies in Ash on Hit
Summoned Skeletons take (15–30)% of their Maximum Life per second as Fire Damage
Summoned Skeletons have Avatar of Fire
(Attributes are Strength, Dexterity, and Intelligence)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
Minions deal (30–40)% increased Damage
Summoned Skeletons Cover Enemies in Ash on Hit
Summoned Skeletons take (15–30)% of their Maximum Life per second as Fire Damage
Summoned Skeletons have Avatar of Fire
(Attributes are Strength, Dexterity, and Intelligence)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
22% increased Elemental Damage
+2 to Level of all Spell Skill Gems
10% Global chance to Blind Enemies on hit
+(1–2) Maximum Energy Shield per Level
Enemies Blinded by you have Malediction
+(1–2) Maximum Life per Level
Unaffected by Blind
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Malediction causes 10% reduced damage dealt and 10% increased damage taken)
10% Global chance to Blind Enemies on hit
+(1–2) Maximum Energy Shield per Level
Enemies Blinded by you have Malediction
+(1–2) Maximum Life per Level
Unaffected by Blind
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Malediction causes 10% reduced damage dealt and 10% increased damage taken)
22% increased Elemental Damage
+2 to Level of all Spell Skill Gems
10% Global chance to Blind Enemies on hit
Enemies Blinded by you have Malediction
+(1–2) Maximum Life per Level
+(1–2) Maximum Mana per Level
Unaffected by Blind
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Malediction causes 10% reduced damage dealt and 10% increased damage taken)
10% Global chance to Blind Enemies on hit
Enemies Blinded by you have Malediction
+(1–2) Maximum Life per Level
+(1–2) Maximum Mana per Level
Unaffected by Blind
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Malediction causes 10% reduced damage dealt and 10% increased damage taken)
[One to three random synthesis implicit modifiers]
(20–30)% increased Damage over Time
(250–300)% increased Evasion and Energy Shield
+(20–30)% to Lightning Resistance
Enemies you kill are Shocked
Shocks you inflict spread to other Enemies within 1.5 metres
(Shock increases Damage taken by 15%, for 2 seconds)
(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)
Creates Consecrated Ground on Use
(15–30)% reduced Duration
Consecrated Ground created by this Flask has Tripled Radius
Consecrated Ground created during Effect applies (7–10)% increased Damage taken to Enemies
(100–150)% increased Critical Strike Chance against Enemies on Consecrated Ground during Effect
Consecrated Ground created by this Flask has Tripled Radius
Consecrated Ground created during Effect applies (7–10)% increased Damage taken to Enemies
(100–150)% increased Critical Strike Chance against Enemies on Consecrated Ground during Effect
(60–80)% increased Spell Critical Strike Chance
(200–250)% increased Energy Shield
+(50–70) to maximum Life
Unaffected by Poison
(10–20)% of Damage taken Recouped as Life
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
(200–250)% increased Energy Shield
+(50–70) to maximum Life
Unaffected by Poison
(10–20)% of Damage taken Recouped as Life
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
(80–120)% increased Armour and Energy Shield
Minions convert 25% of Physical Damage to Fire Damage per Red Socket
Minions convert 25% of Physical Damage to Cold Damage per Green Socket
Minions convert 25% of Physical Damage to Lightning Damage per Blue Socket
Minions convert 25% of Physical Damage to Chaos Damage per White Socket
Minions have (5–10)% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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)
Socketed Gems are Supported by Level 1 Meat Shield
(100–140)% increased Armour and Energy Shield
+(50–80) to maximum Life
(5–8)% increased Damage per Raised Zombie
1% less Elemental Damage taken per Raised Zombie
(100–140)% increased Armour and Energy Shield
+(50–80) to maximum Life
(5–8)% increased Damage per Raised Zombie
1% less Elemental Damage taken per Raised Zombie
+(20–30)% to Lightning Resistance
+(20–30) to Intelligence
(20–30)% increased Lightning Damage
(10–15)% chance to Shock
Herald of Thunder also creates a storm when you Shock an Enemy
Herald of Thunder's Storms Hit Enemies with (30–50)% increased Frequency
Take 250 Lightning Damage when Herald of Thunder Hits an Enemy
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(20–30)% increased Lightning Damage
(10–15)% chance to Shock
Herald of Thunder also creates a storm when you Shock an Enemy
Herald of Thunder's Storms Hit Enemies with (30–50)% increased Frequency
Take 250 Lightning Damage when Herald of Thunder Hits an Enemy
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(150–200)% increased Armour and Energy Shield
+(60–90) to maximum Life
Deal no Non-Lightning Damage
Armour also applies to Lightning Damage taken from Hits
Lightning Resistance does not affect Lightning Damage taken
Nearby Enemies have Lightning Resistance equal to yours
+(60–90) to maximum Life
Deal no Non-Lightning Damage
Armour also applies to Lightning Damage taken from Hits
Lightning Resistance does not affect Lightning Damage taken
Nearby Enemies have Lightning Resistance equal to yours
(100–150)% increased Evasion and Energy Shield
(5–7)% increased Attack and Cast Speed
(20–25)% chance to inflict Withered for 2 seconds on Hit
Enemies take 4% increased Elemental Damage from your Hits for
each Withered you have inflicted on them
Your Hits cannot Penetrate or ignore Elemental Resistances
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
(5–7)% increased Attack and Cast Speed
(20–25)% chance to inflict Withered for 2 seconds on Hit
Enemies take 4% increased Elemental Damage from your Hits for
each Withered you have inflicted on them
Your Hits cannot Penetrate or ignore Elemental Resistances
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
(100–150)% increased Energy Shield
Minions Convert 2% of their Maximum Life to Maximum Energy
Shield per 1% Chaos Resistance they have
Chaos Damage taken does not bypass Minions' Energy Shield
Minions have (50–100)% faster start of Energy Shield Recharge
While Minions have Energy Shield, their Hits Ignore Monster Elemental Resistances
Minions Convert 2% of their Maximum Life to Maximum Energy
Shield per 1% Chaos Resistance they have
Chaos Damage taken does not bypass Minions' Energy Shield
Minions have (50–100)% faster start of Energy Shield Recharge
While Minions have Energy Shield, their Hits Ignore Monster Elemental Resistances
(16–22)% Chance to Block Spell Damage
1000% increased Armour and Energy Shield
Damage taken from Blocked Hits cannot bypass Energy Shield
Damage taken from Unblocked hits always bypasses Energy Shield
Glancing Blows
(Chance to Block Attack Damage is doubled
Chance to Block Spell Damage is doubled
You take 65% of Damage from Blocked Hits)
1000% increased Armour and Energy Shield
Damage taken from Blocked Hits cannot bypass Energy Shield
Damage taken from Unblocked hits always bypasses Energy Shield
Glancing Blows
(Chance to Block Attack Damage is doubled
Chance to Block Spell Damage is doubled
You take 65% of Damage from Blocked Hits)
+(20–25) to all Attributes
Adds 40 to 75 Fire Damage to Attacks
Adds 30 to 65 Cold Damage to Attacks
Adds 10 to 130 Lightning Damage to Attacks
+(100–125)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Elemental Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
Adds 40 to 75 Fire Damage to Attacks
Adds 30 to 65 Cold Damage to Attacks
Adds 10 to 130 Lightning Damage to Attacks
+(100–125)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Elemental Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
(15–25)% increased Stun and Block Recovery
+(20–40) to Strength
Gain (4–6)% of Maximum Life as Extra Maximum Energy Shield
Corrupted Soul
(50% of Non-Chaos Damage taken bypasses Energy Shield
Gain 15% of Maximum Life as Extra Maximum Energy Shield)
Gain (4–6)% of Maximum Life as Extra Maximum Energy Shield
Corrupted Soul
(50% of Non-Chaos Damage taken bypasses Energy Shield
Gain 15% of Maximum Life as Extra Maximum Energy Shield)
30% increased Global Critical Strike Chance
+18% Chance to Block Attack Damage while Dual Wielding
+(10–20) to Dexterity
10% increased Attack Speed
50% increased Global Critical Strike Chance
Chill Attackers for 4 seconds on Block
Shock Attackers for 4 seconds on Block
(Chill reduces Enemy Action Speed by 10%)
(Shock increases Damage taken by 15%)
+(10–20) to Dexterity
10% increased Attack Speed
50% increased Global Critical Strike Chance
Chill Attackers for 4 seconds on Block
Shock Attackers for 4 seconds on Block
(Chill reduces Enemy Action Speed by 10%)
(Shock increases Damage taken by 15%)
+330 to Accuracy Rating
(100–140)% increased Physical Damage
0.2% of Chaos Damage Leeched as Life
50% of Physical Damage Converted to Chaos Damage
Inflict Withered for 2 seconds on Hit with this Weapon
unique insanity do weird things [1]
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
0.2% of Chaos Damage Leeched as Life
50% of Physical Damage Converted to Chaos Damage
Inflict Withered for 2 seconds on Hit with this Weapon
unique insanity do weird things [1]
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
+(30–50) to Dexterity
(140–180)% increased Evasion and Energy Shield
30% increased Movement Speed
10% increased Damage taken while Phasing
You have Phasing if you've Killed Recently
Projectiles Chain +1 times while you have Phasing
Celestial Footprints
(While you have Phasing, your movement is not blocked by Enemies)
(Recently refers to the past 4 seconds)
(140–180)% increased Evasion and Energy Shield
30% increased Movement Speed
10% increased Damage taken while Phasing
You have Phasing if you've Killed Recently
Projectiles Chain +1 times while you have Phasing
Celestial Footprints
(While you have Phasing, your movement is not blocked by Enemies)
(Recently refers to the past 4 seconds)
30% increased Elemental Damage with Attack Skills
No Physical Damage
Adds (385–440) to (490–545) Cold Damage
(10–15)% increased Attack Speed
20% chance to Freeze
10% increased Physical Damage taken
10% increased Cold Damage taken
Culling Strike against Frozen Enemies
Gain an Endurance Charge if an Attack Freezes an Enemy
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Adds (385–440) to (490–545) Cold Damage
(10–15)% increased Attack Speed
20% chance to Freeze
10% increased Physical Damage taken
10% increased Cold Damage taken
Culling Strike against Frozen Enemies
Gain an Endurance Charge if an Attack Freezes an Enemy
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Grants 44 Life per Enemy Hit
Socketed Gems are Supported by Level 12 Cast when Damage Taken
15% Chance to Block Attack Damage
(100–120)% increased Physical Damage
+(30–50) to maximum Life
50% increased Defences from Equipped Shield
Adds 45 to 75 Fire Damage if you've Blocked Recently
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(Recently refers to the past 4 seconds)
15% Chance to Block Attack Damage
(100–120)% increased Physical Damage
+(30–50) to maximum Life
50% increased Defences from Equipped Shield
Adds 45 to 75 Fire Damage if you've Blocked Recently
(Armour, Evasion Rating and Energy Shield are the standard Defences)
(Recently refers to the past 4 seconds)
+(30–40) to Intelligence
(100–140)% increased Evasion and Energy Shield
+(10–20)% to all Elemental Resistances
(5–10)% chance to Freeze, Shock and Ignite
Elemental Damage you Deal with Hits is Resisted by lowest Elemental Resistance instead
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(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)
Grants Level 20 Unhinge Skill
(40–60)% more Critical Strike Chance while Insane
Enemies Killed by your Hits are destroyed while Insane
(30–40)% less Physical and Chaos Damage Taken while Sane
Regenerate 10% Life over one second when Hit while Sane
(40–60)% more Critical Strike Chance while Insane
Enemies Killed by your Hits are destroyed while Insane
(30–40)% less Physical and Chaos Damage Taken while Sane
Regenerate 10% Life over one second when Hit while Sane
(125–150)% increased Charges per use
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
(25–40)% increased Effect of Shocks you inflict during Effect
Shocks you inflict during Effect spread to other Enemies within 2 metres
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Shocks nearby Enemies during Effect, causing 10% increased Damage taken
You are Shocked during Effect, causing 50% increased Damage taken
(25–40)% increased Effect of Shocks you inflict during Effect
Shocks you inflict during Effect spread to other Enemies within 2 metres
20% of Lightning Damage Leeched as Life during Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(33–48)% increased Ward
+(17–23)% to Chaos Resistance
Gain Added Chaos Damage equal to 10% of Ward
75% of Damage taken bypasses Ward
+(17–23)% to Chaos Resistance
Gain Added Chaos Damage equal to 10% of Ward
75% of Damage taken bypasses Ward
+(20–25) to maximum Mana
(140–160)% increased Evasion and Energy Shield
+(80–100) to maximum Life
Temporal Rift has no Reservation
(80–100)% of Damage taken Recouped as Life
Debuffs on you expire (80–100)% faster
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
+(80–100) to maximum Life
Temporal Rift has no Reservation
(80–100)% of Damage taken Recouped as Life
Debuffs on you expire (80–100)% faster
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
(15–25)% increased Elemental Damage
(15–25)% increased Global Critical Strike Chance
+(20–40)% to Fire Resistance
+(20–40)% to Cold Resistance
(10–20)% increased Duration of Ailments on Enemies
Left Ring slot: Cover Enemies in Ash for 5 seconds when you Ignite them
Right Ring slot: Cover Enemies in Frost for 5 seconds when you Freeze them
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
(Being Covered in Frost applies 50% less Critical Strike Chance and 20% increased Cold Damage Taken)
+(20–40)% to Fire Resistance
+(20–40)% to Cold Resistance
(10–20)% increased Duration of Ailments on Enemies
Left Ring slot: Cover Enemies in Ash for 5 seconds when you Ignite them
Right Ring slot: Cover Enemies in Frost for 5 seconds when you Freeze them
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
(Being Covered in Frost applies 50% less Critical Strike Chance and 20% increased Cold Damage Taken)
+(60–80) to maximum Energy Shield
(30–40)% increased Life Recovery from Flasks
33% of Chaos Damage taken does not bypass Energy Shield
33% of Non-Chaos Damage taken bypasses Energy Shield
Gain (5–10)% of Maximum Life as Extra Maximum Energy Shield
Supreme Decadence
(Life Recovery from Flasks also applies to Energy Shield. 30% less Life Recovery from Flasks)
33% of Chaos Damage taken does not bypass Energy Shield
33% of Non-Chaos Damage taken bypasses Energy Shield
Gain (5–10)% of Maximum Life as Extra Maximum Energy Shield
Supreme Decadence
(Life Recovery from Flasks also applies to Energy Shield. 30% less Life Recovery from Flasks)
+(20–30)% to Cold Resistance
+(20–30)% to Cold Resistance
All Damage with Hits can Chill
All Damage Taken from Hits can Chill you
Enemies Chilled by your Hits can be Shattered as though Frozen
Enemies Chilled by your Hits lessen their Damage dealt by half of Chill Effect
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
All Damage with Hits can Chill
All Damage Taken from Hits can Chill you
Enemies Chilled by your Hits can be Shattered as though Frozen
Enemies Chilled by your Hits lessen their Damage dealt by half of Chill Effect
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
+(20–25) to all Attributes
Adds 5 to 15 Physical Damage to Attacks
+(25–30)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Physical Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
Adds 5 to 15 Physical Damage to Attacks
+(25–30)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Physical Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
+(12–16)% to Cold and Lightning Resistances
+(15–25) to Intelligence
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
40% increased Global Accuracy Rating
(20–50)% increased Physical Damage
Adds (3–4) to (5–8) Physical Damage
15% increased Attack Speed
Gain (25–30)% of Physical Damage as Extra Cold Damage
10% increased Damage taken from Skeletons
10% increased Damage taken from Ghosts
Adds (3–4) to (5–8) Physical Damage
15% increased Attack Speed
Gain (25–30)% of Physical Damage as Extra Cold Damage
10% increased Damage taken from Skeletons
10% increased Damage taken from Ghosts
+3% chance to Suppress Spell Damage
Grants Level 5 Bear Trap Skill
(18–28)% increased Trap Damage
(15–25)% increased Global Physical Damage
+(10–20) to maximum Life
(-3–-2) Physical Damage taken from Attack Hits
25% chance to gain a Power Charge when you Throw a Trap
(18–28)% increased Trap Damage
(15–25)% increased Global Physical Damage
+(10–20) to maximum Life
(-3–-2) Physical Damage taken from Attack Hits
25% chance to gain a Power Charge when you Throw a Trap
20% increased Spell Damage
(50–70)% increased Energy Shield
(50–100)% increased Energy Shield Recovery rate
10% increased Area of Effect
10% increased Damage taken
(50–70)% increased Energy Shield
(50–100)% increased Energy Shield Recovery rate
10% increased Area of Effect
10% increased Damage taken
+(9–20) to maximum Energy Shield
Adds 1 to (15–20) Lightning Damage to Attacks
100% increased Shock Duration on you
Shocks you cause are reflected back to you
30% increased Damage while Shocked
15% increased Movement Speed while Shocked
(Shock increases Damage taken by 15%, for 2 seconds)
100% increased Shock Duration on you
Shocks you cause are reflected back to you
30% increased Damage while Shocked
15% increased Movement Speed while Shocked
(Shock increases Damage taken by 15%, for 2 seconds)
(10–20)% reduced Charges per use
(-35–35)% reduced Duration
When Hit during effect, 25% of Life loss from Damage taken occurs over 4 seconds instead
(-35–35)% reduced Duration
When Hit during effect, 25% of Life loss from Damage taken occurs over 4 seconds instead
30% increased Chaos Damage
Adds (600–650) to (750–800) Chaos Damage
(-16–16)% reduced Attack Speed
(-200–200) to maximum Life
Your Chaos Damage can Shock
(-40–40)% reduced Area of Effect for Attacks
Deal no Physical or Elemental Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(-16–16)% reduced Attack Speed
(-200–200) to maximum Life
Your Chaos Damage can Shock
(-40–40)% reduced Area of Effect for Attacks
Deal no Physical or Elemental Damage
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(20–30) to Intelligence
+(20–25)% to all Elemental Resistances
(20–25)% chance to Freeze, Shock and Ignite
Cursed Enemies cannot inflict Elemental Ailments on You
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(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)
(40–60)% of Damage taken from Stunning Hits is Recovered as Life
Physical Damage taken bypasses Energy Shield
(150–250)% increased Armour and Energy Shield
+(17–29)% to Chaos Resistance
Regenerate 3% of Life per second
Armour also applies to Chaos Damage taken from Hits
(150–250)% increased Armour and Energy Shield
+(17–29)% to Chaos Resistance
Regenerate 3% of Life per second
Armour also applies to Chaos Damage taken from Hits
+(15–25) to maximum Energy Shield
(30–40)% increased Spell Damage
+(60–80) to maximum Mana
(5–10)% chance to Freeze, Shock and Ignite
Spells cause you to gain Energy Shield equal to their Upfront
Cost every fifth time you Pay it
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Upfront Costs are all Costs that are not paid per-second)
+(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)
Gain (6–8) Life per Enemy Hit with Attacks
Adds (30–40) to (60–70) Cold Damage to Attacks
+(20–30)% to Cold Resistance
Enemies Chilled by your Hits have Damage taken increased by Chill Effect
Chill Enemies as though dealing (60–100)% more Damage
+(20–30)% to Cold Resistance
Enemies Chilled by your Hits have Damage taken increased by Chill Effect
Chill Enemies as though dealing (60–100)% more Damage
+(20–30) to maximum Life
10% chance to Trigger Summon Spirit of Akoya on Kill
+(10–20) to all Attributes
(30–50)% increased Mana Regeneration Rate
(10–15)% of Damage taken Recouped as Life
(Attributes are Strength, Dexterity, and Intelligence)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
+(10–20) to all Attributes
(30–50)% increased Mana Regeneration Rate
(10–15)% of Damage taken Recouped as Life
(Attributes are Strength, Dexterity, and Intelligence)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
25% chance to Ignite with Melee Weapons
(60–90)% increased Damage with Ignite from Melee Weapons
(60–90)% increased Damage with Ignite from Melee Weapons
-1 Fire Damage taken from Hits per Mana Burn
(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)
(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)
25% chance to Blind Enemies on Hit with Melee Weapons
(25–35)% increased Effect of Blind from Melee Weapons
(25–35)% increased Effect of Blind from Melee Weapons
Melee Weapon Hits Inflict (2–3) Withered Debuffs for 2 seconds
(20–30)% chance to inflict a Grasping Vine on Melee Weapon Hit
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
(Up to 10 Vines can grasp you, inflicting 8% less Movement Speed per Vine. Broken by moving)
(20–30)% chance to inflict a Grasping Vine on Melee Weapon Hit
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
(Up to 10 Vines can grasp you, inflicting 8% less Movement Speed per Vine. Broken by moving)
Passive /14
Recover 3% of Life on Kill
12% of Damage taken Recouped as Life
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
12% of Damage taken Recouped as Life
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
Gain 10 Life per Enemy Hit with Attacks
12% of Damage taken Recouped as Life
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
12% of Damage taken Recouped as Life
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
+12% to all Elemental Resistances
24% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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)
20% increased Effect of Withered
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
30% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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)
15% increased maximum Mana
10% of Damage taken Recouped as Mana
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
10% of Damage taken Recouped as Mana
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
Attacks used by Totems have 8% increased Attack Speed
Attack Skills have +1 to maximum number of Summoned Ballista Totems
Each Totem applies 1% increased Damage taken to Enemies near it
Attack Skills have +1 to maximum number of Summoned Ballista Totems
Each Totem applies 1% increased Damage taken to Enemies near it
20% less Attack Damage taken if you haven't been Hit by an Attack Recently
10% more chance to Evade Attacks if you have been Hit by an Attack Recently
20% more Attack Damage taken if you have been Hit by an Attack Recently
(Recently refers to the past 4 seconds)
10% more chance to Evade Attacks if you have been Hit by an Attack Recently
20% more Attack Damage taken if you have been Hit by an Attack Recently
(Recently refers to the past 4 seconds)
50% increased Stun Threshold
10% of Damage taken from Stunning Hits is Recovered as Life
(The Stun Threshold determines how much Damage can Stun something)
10% of Damage taken from Stunning Hits is Recovered as Life
(The Stun Threshold determines how much Damage can Stun something)
18% of Damage taken Recouped as Life
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
Nearby Enemies are Covered in Ash if you haven't moved in the past 2 seconds
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
cover nearby enemies in ash if havent moved in past X seconds [2]
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
cover nearby enemies in ash if havent moved in past X seconds [2]
-10 Physical Damage taken from Hits
-1 Physical Damage taken from Hits per Level
-1 Physical Damage taken from Hits per Level
Mastery: Bestiary
Beasts in your Maps have a 50% chance to break free
Beasts which break free in your Maps gain Bestial Rage
Defeating Beasts grants Hunters' Cunning per Bestial Rage on the defeated Beast
(Hunters' Cunning grants less damage taken from Beasts, increased damage against Beasts, and increased Quantity and Rarity of items found from slain Beasts)
Beasts which break free in your Maps gain Bestial Rage
Defeating Beasts grants Hunters' Cunning per Bestial Rage on the defeated Beast
(Hunters' Cunning grants less damage taken from Beasts, increased damage against Beasts, and increased Quantity and Rarity of items found from slain Beasts)
Mastery: Shrines
Shrines in your Maps have 10% chance to be a Covetous Shrine
(On monsters, Covetous Shrine's Aura increases Quantity and Rarity of dropped Items and reduces Damage Taken. On Players, Covetous Shrine's Buff increases Quantity and Rarity of Items found and increases Damage Taken)
(On monsters, Covetous Shrine's Aura increases Quantity and Rarity of dropped Items and reduces Damage Taken. On Players, Covetous Shrine's Buff increases Quantity and Rarity of Items found and increases Damage Taken)
Ascendancy Passive /16
Ascendancy: Juggernaut
Character: Marauder
Armour from Equipped Body Armour is doubled
15% of Armour also applies to Chaos Damage taken from Hits
15% of Armour also applies to Chaos Damage taken from Hits
Ascendancy: Pathfinder
Character: Ranger
25% chance to inflict Withered for 2 seconds on Hit
50% increased Effect of Withered
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
50% increased Effect of Withered
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Ascendancy: Elementalist
Character: Witch
Hits always Shock
Shocks from your Hits always increase Damage taken by at least 15%
All Damage can Shock
25% more Effect of Lightning Ailments you inflict with Hits if the highest Damage Type is Lightning
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Lightning Ailments are Shocked and Sapped)
Shocks from your Hits always increase Damage taken by at least 15%
All Damage can Shock
25% more Effect of Lightning Ailments you inflict with Hits if the highest Damage Type is Lightning
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Lightning Ailments are Shocked and Sapped)
Ascendancy: Necromancer
Character: Witch
2% increased Attack and Cast Speed for each corpse Consumed Recently, up to a maximum of 200%
Enemies near corpses you Spawned Recently are Chilled and Shocked
(Recently refers to the past 4 seconds)
(Killing an Enemy is not Spawning a corpse)
(Shock increases Damage taken by 15%)
(Chill reduces Enemy Action Speed by 10%)
Enemies near corpses you Spawned Recently are Chilled and Shocked
(Recently refers to the past 4 seconds)
(Killing an Enemy is not Spawning a corpse)
(Shock increases Damage taken by 15%)
(Chill reduces Enemy Action Speed by 10%)
Ascendancy: Champion
Character: Duelist
100% chance to Taunt on Hit
10% reduced Damage taken if you've Taunted an Enemy Recently
Enemies Taunted by you deal 20% less Damage with Hits and
Ailments against other targets
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Recently refers to the past 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
10% reduced Damage taken if you've Taunted an Enemy Recently
Enemies Taunted by you deal 20% less Damage with Hits and
Ailments against other targets
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Recently refers to the past 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Ascendancy: Inquisitor
Character: Templar
Consecrated Ground you create applies 15% increased Damage taken to Enemies
You have Consecrated Ground around you while stationary
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
You have Consecrated Ground around you while stationary
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
Ascendancy: Saboteur
Character: Shadow
Radius: 35
Cannot be Blinded
15% reduced Damage taken from Blinded Enemies
Nearby Enemies are Blinded
Blind Enemies on Hit
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
15% reduced Damage taken from Blinded Enemies
Nearby Enemies are Blinded
Blind Enemies on Hit
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
Cluster Jewel Passive /8
Every second, Consume a nearby Corpse to Recover 5% of Life and Mana
10% more Damage taken if you haven't Consumed a Corpse Recently
(Recently refers to the past 4 seconds)
10% more Damage taken if you haven't Consumed a Corpse Recently
(Recently refers to the past 4 seconds)
Gain 2 Grasping Vines each second while stationary
2% chance to deal Double Damage per Grasping Vine
1% less Damage taken per Grasping Vine
(Up to 10 Vines can grasp you, inflicting 8% less Movement Speed per Vine. Broken by moving)
2% chance to deal Double Damage per Grasping Vine
1% less Damage taken per Grasping Vine
(Up to 10 Vines can grasp you, inflicting 8% less Movement Speed per Vine. Broken by moving)
+10% to all Elemental Resistances and maximum Elemental Resistances while affected by a Non-Vaal Guard Skill
20% additional Physical Damage Reduction while affected by a Non-Vaal Guard Skill
20% more Damage taken if a Non-Vaal Guard Buff was lost Recently
(Maximum Resistances cannot be raised above 90%)
(Recently refers to the past 4 seconds)
20% additional Physical Damage Reduction while affected by a Non-Vaal Guard Skill
20% more Damage taken if a Non-Vaal Guard Buff was lost Recently
(Maximum Resistances cannot be raised above 90%)
(Recently refers to the past 4 seconds)
10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
15% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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)
You cannot be Shocked if you've been Shocked Recently
30% reduced Effect of Shock on you
Unaffected by Shocked Ground
(Shock increases Damage taken by up to 50%)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(Recently refers to the past 4 seconds)
30% reduced Effect of Shock on you
Unaffected by Shocked Ground
(Shock increases Damage taken by up to 50%)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(Recently refers to the past 4 seconds)
25% increased Chaos Damage
50% chance to inflict Withered for two seconds on Hit if there are 5 or fewer Withered Debuffs on Enemy
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
50% chance to inflict Withered for two seconds on Hit if there are 5 or fewer Withered Debuffs on Enemy
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Curse Skills have 8% increased Cast Speed
Enemies Cursed by you have Malediction if 33% of Curse Duration expired
(Malediction causes 10% reduced damage dealt and 10% increased damage taken)
Enemies Cursed by you have Malediction if 33% of Curse Duration expired
(Malediction causes 10% reduced damage dealt and 10% increased damage taken)
20% increased Fire Damage
Cannot be Chilled while Burning
5% chance to Cover Enemies in Ash on Hit while you are Burning
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
Cannot be Chilled while Burning
5% chance to Cover Enemies in Ash on Hit while you are Burning
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
Timeless Jewel Passive /2
Faction | Category | Name | Show Full Descriptions |
---|---|---|---|
Vaal | Keystone | Corrupted Soul | 50% of Non-Chaos Damage taken bypasses Energy Shield Gain 15% of Maximum Life as Extra Maximum Energy Shield As true belief fades, the facade of faith grows, leaving you powerful but hollow. Glorious Vanity: Doryani |
Templar | Keystone | Transcendence | Armour applies to Fire, Cold and Lightning Damage taken from Hits instead of Physical Damage -15% to all maximum Elemental Resistances Master the mortal world, and you may find immortality beyond. Militant Faith: Maxarius |
Elevated modifier List /11
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
The Elder's | 84 | (13–15)% of Physical Damage from Hits taken as Fire Damage Group: 2727 | (16–18)% of Physical Damage from Hits taken as Fire Damage (7–10)% of Fire Damage taken Recouped as Life |
The Shaper's | 83 | (13–15)% of Physical Damage from Hits taken as Cold Damage Group: 2727 | (16–18)% of Physical Damage from Hits taken as Cold Damage (7–10)% of Cold Damage taken Recouped as Life |
The Shaper's | 82 | (13–15)% of Physical Damage from Hits taken as Lightning Damage Group: 2727 | (16–18)% of Physical Damage from Hits taken as Lightning Damage (7–10)% of Lightning Damage taken Recouped as Life |
The Shaper's | 68 | You and your Minions take 100% reduced Reflected Elemental Damage Group: 982 | (3–5)% reduced Elemental Damage taken You and your Minions take 100% reduced Reflected Elemental Damage |
The Elder's | 68 | You and your Minions take 100% reduced Reflected Physical Damage Group: 982 | (3–5)% reduced Physical Damage taken You and your Minions take 100% reduced Reflected Physical Damage |
Crusader's | 83 | (13–15)% of Physical Damage from Hits taken as Lightning Damage Group: 2727 | (16–18)% of Physical Damage from Hits taken as Lightning Damage (7–10)% of Lightning Damage taken Recouped as Life |
Warlord's | 83 | (13–15)% of Physical Damage from Hits taken as Fire Damage Group: 2727 | (16–18)% of Physical Damage from Hits taken as Fire Damage (7–10)% of Fire Damage taken Recouped as Life |
Warlord's | 75 | You and your Minions take 100% reduced Reflected Physical Damage Group: 982 | (3–5)% reduced Physical Damage taken You and your Minions take 100% reduced Reflected Physical Damage |
Redeemer's | 83 | (13–15)% of Physical Damage from Hits taken as Cold Damage Group: 2727 | (16–18)% of Physical Damage from Hits taken as Cold Damage (7–10)% of Cold Damage taken Recouped as Life |
Redeemer's | 75 | You and your Minions take 100% reduced Reflected Elemental Damage Group: 982 | (3–5)% reduced Elemental Damage taken You and your Minions take 100% reduced Reflected Elemental Damage |
of the Crusade | 75 | (51–60)% reduced Freeze Duration on you Group: 21 | (51–60)% reduced Freeze Duration on you (4–7)% reduced Damage taken if you've been Frozen Recently |
Community Wiki
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Damage taken
Damage taken refers to the amount of damage taken after all mitigations have taken place. It is a synonym of 'damage dealt', but from a defending standpoint.
Mechanics
Damage taken value is a result after all mitigation calculations has taken place on the defender side. However, it can be further altered by modifiers that explicitly affect Damage taken or Damage dealt.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.