Item mods /104
NameLevelPre/SufDescriptionWeight
60Corrupted(6–8)% of Physical Damage from Hits taken as Cold Damage physical elemental coldshield 1000
default 0
60Corrupted(6–8)% of Physical Damage from Hits taken as Fire Damage physical elemental fireshield 1000
default 0
60Corrupted(6–8)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningshield 1000
default 0
60Corrupted(6–8)% of Physical Damage from Hits taken as Chaos Damage physical chaosshield 1000
default 0
The Elder's68Prefix(5–10)% of Physical Damage from Hits taken as Fire Damage physical elemental firebody_armour_elder 400
default 0
The Elder's84Prefix(11–15)% of Physical Damage from Hits taken as Fire Damage physical elemental firebody_armour_elder 400
default 0
The Shaper's68Prefix(5–10)% of Physical Damage from Hits taken as Cold Damage physical elemental coldbody_armour_shaper 400
default 0
The Shaper's83Prefix(11–15)% of Physical Damage from Hits taken as Cold Damage physical elemental coldbody_armour_shaper 400
default 0
The Shaper's68Prefix(5–10)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningbody_armour_shaper 400
default 0
The Shaper's82Prefix(11–15)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningbody_armour_shaper 400
default 0
Crusader's68Prefix(4–6)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightninghelmet_crusader 500
default 0
Crusader's83Prefix(7–10)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightninghelmet_crusader 500
default 0
Warlord's68Prefix(4–6)% of Physical Damage from Hits taken as Fire Damage physical elemental firehelmet_adjudicator 500
default 0
Warlord's83Prefix(7–10)% of Physical Damage from Hits taken as Fire Damage physical elemental firehelmet_adjudicator 500
default 0
Redeemer's68Prefix(4–6)% of Physical Damage from Hits taken as Cold Damage physical elemental coldhelmet_eyrie 500
default 0
Redeemer's83Prefix(7–10)% of Physical Damage from Hits taken as Cold Damage physical elemental coldhelmet_eyrie 500
default 0
Crusader's68Prefix(5–10)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningbody_armour_crusader 500
default 0
Crusader's83Prefix(11–15)% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningbody_armour_crusader 500
default 0
Warlord's68Prefix(5–10)% of Physical Damage from Hits taken as Fire Damage physical elemental firebody_armour_adjudicator 500
default 0
Warlord's83Prefix(11–15)% of Physical Damage from Hits taken as Fire Damage physical elemental firebody_armour_adjudicator 500
default 0
Redeemer's68Prefix(5–10)% of Physical Damage from Hits taken as Cold Damage physical elemental coldbody_armour_eyrie 500
default 0
Redeemer's83Prefix(11–15)% of Physical Damage from Hits taken as Cold Damage physical elemental coldbody_armour_eyrie 500
default 0
Hunter's75Prefix(5–10)% of Physical Damage from Hits taken as Chaos Damage physical chaosbody_armour_basilisk 500
default 0
Hunter's83Prefix(11–15)% of Physical Damage from Hits taken as Chaos Damage physical chaosbody_armour_basilisk 500
default 0
68ScourgeUpside4% of Physical Damage from Hits taken as Fire Damage physical elemental firehelmet 100
default 0
68ScourgeUpside5% of Physical Damage from Hits taken as Fire Damage physical elemental firehelmet 100
default 0
68ScourgeUpside4% of Physical Damage from Hits taken as Cold Damage physical elemental coldhelmet 100
default 0
68ScourgeUpside5% of Physical Damage from Hits taken as Cold Damage physical elemental coldhelmet 100
default 0
68ScourgeUpside4% of Physical Damage from Hits taken as Lightning Damage physical elemental lightninghelmet 100
default 0
68ScourgeUpside5% of Physical Damage from Hits taken as Lightning Damage physical elemental lightninghelmet 100
default 0
68ScourgeUpside4% of Physical Damage from Hits taken as Chaos Damage physical chaoshelmet 100
default 0
68ScourgeUpside5% of Physical Damage from Hits taken as Chaos Damage physical chaoshelmet 100
default 0
75BlueImplicit6% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_6_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit6% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_5_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit7% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_4_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit7% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_3_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit8% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_2_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit8% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_1_eldritch_implicit 0
helmet 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 8% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_5_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 9% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_4_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 9% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_3_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 10% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_2_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 10% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_1_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 11% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_4_eldritch_implicit 0
helmet 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 11% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_3_eldritch_implicit 0
helmet 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 12% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_2_eldritch_implicit 0
helmet 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 12% of Physical Damage from Hits taken as Fire Damage physical elemental fireno_tier_1_eldritch_implicit 0
helmet 100
default 0
75BlueImplicit6% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_6_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit6% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_5_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit7% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_4_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit7% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_3_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit8% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_2_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit8% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_1_eldritch_implicit 0
helmet 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 8% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_5_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 9% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_4_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 9% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_3_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 10% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_2_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 10% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_1_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 11% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_4_eldritch_implicit 0
helmet 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 11% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_3_eldritch_implicit 0
helmet 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 12% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_2_eldritch_implicit 0
helmet 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 12% of Physical Damage from Hits taken as Cold Damage physical elemental coldno_tier_1_eldritch_implicit 0
helmet 100
default 0
75BlueImplicit6% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_6_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit6% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_5_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit7% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_4_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit7% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_3_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit8% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_2_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit8% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_1_eldritch_implicit 0
helmet 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 8% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_5_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 9% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_4_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 9% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_3_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 10% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_2_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 10% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_1_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 11% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_4_eldritch_implicit 0
helmet 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 11% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_3_eldritch_implicit 0
helmet 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 12% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_2_eldritch_implicit 0
helmet 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 12% of Physical Damage from Hits taken as Lightning Damage physical elemental lightningno_tier_1_eldritch_implicit 0
helmet 100
default 0
75BlueImplicit6% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_6_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit6% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_5_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit7% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_4_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit7% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_3_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit8% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_2_eldritch_implicit 0
helmet 500
default 0
75BlueImplicit8% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_1_eldritch_implicit 0
helmet 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 8% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_5_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 9% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_4_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 9% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_3_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 10% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_2_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, 10% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_1_eldritch_implicit 0
helmet 250
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 11% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_4_eldritch_implicit 0
helmet 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 11% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_3_eldritch_implicit 0
helmet 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 12% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_2_eldritch_implicit 0
helmet 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 12% of Physical Damage from Hits taken as Chaos Damage physical chaosno_tier_1_eldritch_implicit 0
helmet 100
default 0
1WeaponTree9% increased Fire Damage
3% of Physical Damage from Hits taken as Fire Damage
shield 200
default 0
36WeaponTree12% increased Fire Damage
3% of Physical Damage from Hits taken as Fire Damage
shield 200
default 0
68WeaponTree15% increased Fire Damage
3% of Physical Damage from Hits taken as Fire Damage
shield 200
default 0
1WeaponTree9% increased Cold Damage
3% of Physical Damage from Hits taken as Cold Damage
shield 200
default 0
36WeaponTree12% increased Cold Damage
3% of Physical Damage from Hits taken as Cold Damage
shield 200
default 0
68WeaponTree15% increased Cold Damage
3% of Physical Damage from Hits taken as Cold Damage
shield 200
default 0
1WeaponTree9% increased Lightning Damage
3% of Physical Damage from Hits taken as Lightning Damage
shield 200
default 0
36WeaponTree12% increased Lightning Damage
3% of Physical Damage from Hits taken as Lightning Damage
shield 200
default 0
68WeaponTree15% increased Lightning Damage
3% of Physical Damage from Hits taken as Lightning Damage
shield 200
default 0
1WeaponTree9% increased Chaos Damage
3% of Physical Damage from Hits taken as Chaos Damage
shield 100
default 0
36WeaponTree12% increased Chaos Damage
3% of Physical Damage from Hits taken as Chaos Damage
shield 100
default 0
68WeaponTree15% increased Chaos Damage
3% of Physical Damage from Hits taken as Chaos Damage
shield 100
default 0
Veiled mods /2
NameLevelPre/SufDescriptionWeight
Gravicius'60Prefix(8–9)% of Physical Damage from Hits taken as Fire Damage
(8–9)% of Physical Damage from Hits taken as Lightning Damage
physical elemental fire lightning
body_armour 2000
default 0
Korell's60Prefix(9–10)% of Physical Damage from Hits taken as Fire Damage physical elemental firehelmet 2000
default 0
Crafting Bench /4
ModRequireItemClassesUnlock
(3–4)% of Physical Damage from Hits taken as Fire Damage
(3–4)% of Physical Damage from Hits taken as Lightning Damage
2x Orb of AlchemyBody ArmourBetrayal Unveil, Gravicius
(5–6)% of Physical Damage from Hits taken as Fire Damage
(5–6)% of Physical Damage from Hits taken as Lightning Damage
4x Chaos OrbBody ArmourBetrayal Unveil, Gravicius
(5–6)% of Physical Damage from Hits taken as Fire Damage4x Chaos OrbHelmetBetrayal Unveil, Korell
(7–8)% of Physical Damage from Hits taken as Fire Damage1x Exalted OrbHelmetBetrayal Unveil, Korell
Misc mods /1
NameLevelDomainPre/SufDescriptionWeight
1FlaskUnique(10–15)% of Physical Damage from Hits taken as Cold Damage during Effect physical elemental cold
Essence /1
Item /9
Shadowed Ring
Requires Level 24
Left ring slot: 25% of Cold Damage from Hits taken as Fire Damage
Right ring slot: 25% of Fire Damage from Hits taken as Cold Damage
Shadowed Ring
Requires Level 24
Left ring slot: 25% of Fire Damage from Hits taken as Lightning Damage
Right ring slot: 25% of Lightning Damage from Hits taken as Fire Damage
Shadowed Ring
Requires Level 24
Left ring slot: 25% of Lightning Damage from Hits taken as Cold Damage
Right ring slot: 25% of Cold Damage from Hits taken as Lightning Damage
Avian Twins Talisman
Talisman Tier: 2
50% of Fire Damage from Hits taken as Cold Damage
local stat monsters pick up item [1]
Corrupted
Avian Twins Talisman
Talisman Tier: 2
50% of Fire Damage from Hits taken as Lightning Damage
local stat monsters pick up item [1]
Corrupted
Avian Twins Talisman
Talisman Tier: 2
50% of Cold Damage from Hits taken as Fire Damage
local stat monsters pick up item [1]
Corrupted
Avian Twins Talisman
Talisman Tier: 2
50% of Cold Damage from Hits taken as Lightning Damage
local stat monsters pick up item [1]
Corrupted
Avian Twins Talisman
Talisman Tier: 2
50% of Lightning Damage from Hits taken as Cold Damage
local stat monsters pick up item [1]
Corrupted
Avian Twins Talisman
Talisman Tier: 2
50% of Lightning Damage from Hits taken as Fire Damage
local stat monsters pick up item [1]
Corrupted
Unique /15
+(50–75)% to Fire Resistance
(40–75)% increased Ignite Duration on Enemies
Reflects 100 Fire Damage to Melee Attackers
40% of Physical Damage taken as Fire Damage
(220–240)% increased Armour and Energy Shield
+(80–90) to maximum Life
(0.8–1)% of Attack Damage Leeched as Life
Gain (10–20)% of Elemental Damage as Extra Chaos Damage
25% of Elemental Damage from Hits taken as Chaos Damage
(20–30)% increased Light Radius
Light Radius is based on Energy Shield instead of Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Adds 1 to (20–30) Lightning Damage to Attacks
(90–120)% increased Armour and Evasion
+(60–80) to maximum Life
-60% to Lightning Resistance
50% of Physical Damage from Hits taken as Lightning Damage
+(15–25)% to Global Critical Strike Multiplier
(60–80)% increased Physical Damage
Adds (15–20) to (25–30) Physical Damage
20% increased Attack Speed
(15–30)% increased Global Accuracy Rating
25% of Physical Damage Converted to Chaos Damage
25% of Physical Damage from Hits taken as Chaos Damage
20% chance for Poisons inflicted with this Weapon to deal 300% more Damage
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(100–120)% increased Evasion Rating
+(200–300) to maximum Life
15% increased Movement Speed
100% of Fire Damage from Hits taken as Physical Damage
(10–15)% of Physical Damage from Hits taken as Cold Damage during Effect
Gain (10–15)% of Physical Damage as Extra Cold Damage during effect
30% chance to Avoid being Chilled during Effect
30% chance to Avoid being Frozen during Effect
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)
6% increased Movement Speed
(60–100)% increased Evasion Rating
+5% to maximum Cold Resistance
+50% to Cold Resistance
Gain (10–15)% of Physical Damage as Extra Cold Damage
Reflects (25–50) Cold Damage to Melee Attackers
+5% Chance to Block
20% of Fire Damage from Hits taken as Cold Damage
(Maximum Resistances cannot be raised above 90%)
+(30–40) to Strength
+(30–40) to Intelligence
(140–160)% increased Armour and Energy Shield
+(50–75)% to Cold Resistance
Cannot be Chilled
20% of Physical Damage from Hits taken as Cold Damage
30% of Fire Damage from Hits taken as Cold Damage
(15–20)% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
+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
10% of Physical Damage from Hits taken as 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)
+5% chance to Suppress Spell Damage
(400–500)% increased Evasion and Energy Shield
(25–40)% increased Mana Regeneration Rate
+50% chance to be Shocked
40% of Cold Damage taken as Lightning Damage
40% of Fire Damage taken as Lightning Damage
(Shock increases Damage taken by 15%, for 2 seconds)
(15–25)% increased Stun and Block Recovery
+(60–70) to maximum Energy Shield
(16–20)% increased maximum Mana
+(40–60)% to Lightning Resistance
+1 to Maximum Power Charges
Modifiers to Minimum Power Charges instead apply to Minimum Absorption Charges
Maximum Absorption Charges is equal to Maximum Power Charges
Gain Absorption Charges instead of Power Charges
(Players Recoup 12% of Elemental Damage taken as Energy Shield per Absorption Charge)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
Corrupted Soul
Divine Flesh
Eternal Youth
Everlasting Sacrifice
Immortal Ambition
Vaal Pact
(50% of Non-Chaos Damage taken bypasses Energy Shield
Gain 15% of Maximum Life as Extra Maximum Energy Shield)

(All Damage taken bypasses Energy Shield
50% of Elemental Damage taken as Chaos Damage
+5% to maximum Chaos Resistance)

(Maximum Resistances cannot be raised above 90%)
(50% less Life Regeneration Rate. 50% less Maximum total Life Recovery per second from Leech. Energy Shield Recharge instead applies to Life)
(When you reach full Energy Shield, Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds)
(Energy Shield starts at zero. Cannot Recharge or Regenerate Energy Shield. Lose 5% of Energy Shield per second. Life Leech effects are not removed when Unreserved Life is Filled. Life Leech effects Recover Energy Shield instead while on Full Life)
(Total Recovery from Life Leech is doubled, Maximum total Life Recovery per second from Leech is doubled, You have no Life Regeneration)
+(10–20) to maximum Life
(150–250)% increased Armour
+(20–25)% Chance to Block
-1% Chance to Block Attack Damage for every 200 Fire Damage taken from Hits Recently
(10–20)% of Cold Damage taken as Fire Damage
(10–20)% of Lightning Damage taken as Fire Damage
(10–20)% of Physical Damage taken as Fire Damage
Scorch Enemies in Close Range when you Block
(Recently refers to the past 4 seconds)
(Scorched Enemies have -10% to Elemental Resistances)
(Close Range is up to 2 metres)
180% increased Block Recovery
(100–150)% increased Armour and Evasion
+15% Chance to Block
You take 100% of Elemental Damage from Blocked Hits
40% of Elemental Damage from Hits taken as Physical Damage
Timeless Jewel Passive /2
FactionCategoryNameShow Full Descriptions
VaalKeystoneDivine Flesh
All Damage taken bypasses Energy Shield
50% of Elemental Damage taken as Chaos Damage
+5% to maximum Chaos Resistance
(Maximum Resistances cannot be raised above 90%)

Give up your flesh unto the gods, and in vulnerability find strength.
Glorious Vanity: Xibaqua
KaruiKeystoneTempered by War
50% of Cold and Lightning Damage taken as Fire Damage
50% less Cold Resistance
50% less Lightning Resistance

Tasalio and Valako test you, child of the volcano. Prove yourself worthy.
Lethal Pride: Rakiata
Timeless Jewel Passive Additions /1
FactionCategoryShow Full DescriptionsCode
KaruiNotable
5% of Physical Damage from Hits taken as Fire Damagekarui_notable_add_physical_taken_as_fire
Elevated modifier List /20
NameLvModsElevated Mods
The Elder's68(5–10)% of Physical Damage from Hits taken as Fire Damage
Group: 2719
(11–15)% of Physical Damage from Hits taken as Fire Damage
The Elder's84(11–15)% of Physical Damage from Hits taken as Fire Damage
Group: 2719
(16–18)% of Physical Damage from Hits taken as Fire Damage
(7–10)% of Fire Damage taken Recouped as Life
The Shaper's68(5–10)% of Physical Damage from Hits taken as Cold Damage
Group: 2719
(11–15)% of Physical Damage from Hits taken as Cold Damage
The Shaper's83(11–15)% of Physical Damage from Hits taken as Cold Damage
Group: 2719
(16–18)% of Physical Damage from Hits taken as Cold Damage
(7–10)% of Cold Damage taken Recouped as Life
The Shaper's68(5–10)% of Physical Damage from Hits taken as Lightning Damage
Group: 2719
(11–15)% of Physical Damage from Hits taken as Lightning Damage
The Shaper's82(11–15)% of Physical Damage from Hits taken as Lightning Damage
Group: 2719
(16–18)% of Physical Damage from Hits taken as Lightning Damage
(7–10)% of Lightning Damage taken Recouped as Life
Crusader's68(5–10)% of Physical Damage from Hits taken as Lightning Damage
Group: 2719
(11–15)% of Physical Damage from Hits taken as Lightning Damage
Crusader's83(11–15)% of Physical Damage from Hits taken as Lightning Damage
Group: 2719
(16–18)% of Physical Damage from Hits taken as Lightning Damage
(7–10)% of Lightning Damage taken Recouped as Life
Warlord's68(5–10)% of Physical Damage from Hits taken as Fire Damage
Group: 2719
(11–15)% of Physical Damage from Hits taken as Fire Damage
Warlord's83(11–15)% of Physical Damage from Hits taken as Fire Damage
Group: 2719
(16–18)% of Physical Damage from Hits taken as Fire Damage
(7–10)% of Fire Damage taken Recouped as Life
Redeemer's68(5–10)% of Physical Damage from Hits taken as Cold Damage
Group: 2719
(11–15)% of Physical Damage from Hits taken as Cold Damage
Redeemer's83(11–15)% of Physical Damage from Hits taken as Cold Damage
Group: 2719
(16–18)% of Physical Damage from Hits taken as Cold Damage
(7–10)% of Cold Damage taken Recouped as Life
Hunter's75(5–10)% of Physical Damage from Hits taken as Chaos Damage
Group: 2719
(11–15)% of Physical Damage from Hits taken as Chaos Damage
Hunter's83(11–15)% of Physical Damage from Hits taken as Chaos Damage
Group: 2719
+1% to maximum Chaos Resistance
(16–18)% of Physical Damage from Hits taken as Chaos Damage
Crusader's68(4–6)% of Physical Damage from Hits taken as Lightning Damage
Group: 2719
(7–10)% of Physical Damage from Hits taken as Lightning Damage
Crusader's83(7–10)% of Physical Damage from Hits taken as Lightning Damage
Group: 2719
(11–13)% of Physical Damage from Hits taken as Lightning Damage
Warlord's68(4–6)% of Physical Damage from Hits taken as Fire Damage
Group: 2719
(7–10)% of Physical Damage from Hits taken as Fire Damage
Warlord's83(7–10)% of Physical Damage from Hits taken as Fire Damage
Group: 2719
(11–13)% of Physical Damage from Hits taken as Fire Damage
Redeemer's68(4–6)% of Physical Damage from Hits taken as Cold Damage
Group: 2719
(7–10)% of Physical Damage from Hits taken as Cold Damage
Redeemer's83(7–10)% of Physical Damage from Hits taken as Cold Damage
Group: 2719
(11–13)% of Physical Damage from Hits taken as Cold Damage

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Damage taken as

Damage taken as is a mechanic that allows damage from one damage type to be taken as another damage type.

Mechanics

On the receiving side, damage may be taken as a different type. This is done before any sort of mitigation. It is important to note that this is not damage conversion. The shifted part of damage does not retain its original damage property so it won't get mitigated either twice or by the more favourable method. For example, if some of the incoming damage is shifted to or from physical, the after-shift value is used in the armour calculation.

Damage taken as is calculated simultaneously, this means that the incoming damage can be shifted to any other type of damage. For example The Rat Cage has #% of Fire Damage from Hits taken as Physical Damage, this modifier wouldn't have worked if it was a converted to-process.

Since damage taken as does all calculations simultaneously this also means that the initial damage can not be shifted any further.

Example

For example with Cloak of Flame and Avian Twins Talisman with #% of Fire Damage taken as Lightning Damage equipped the incoming physical damage will be shifted to fire damage but the fire damage cannot be further shifted to lightning damage. Because both of these operations would be performed simultaneously on the initial physical damage hit. So we'd be trying to take fire damage as lightning damage before any fire damage exists.

Initial hit:
100 Physical Damage
0 Lightning Damage
0 Cold Damage
0 Fire Damage
0 Chaos Damage
Cloak of Flame
20% Physical Damage taken as Fire Damage
100 * 0.80 = 80 Physical Damage
100 * 0.20 = 20 Fire Damage
Avian Twins Talisman
50% of Fire Damage taken as Lightning Damage
0 * 0.50 = 0 Fire Damage
0 * 0.50 = 0 Lightning Damage

Note that damaging ailments are based on damage being dealt, not on damage taken. Changing what type damage is taken as has no effect on them. For example, when you have x% of Physical Damage from Hits taken as Fire Damage and physical damage is dealt to you, the converted fire damage never ignites you even if you have +100% chance to be Ignited. Non-damaging ailments such as shock or chill will still be applied upon converting the incoming damage to lightning and cold damage respectively.[citation needed]

This mechanic is useful against elemental penetration, especially against many boss attacks like Atziri's Flameblast (10% Fire penetration) or The Shaper's projectiles and bullet hell (25% Cold penetration), because for example if you have 50% Cold damage taken as Fire, then with a 1000 Cold hit and 75/75/75 res you would only take 500 * (1 - 0.75) + 500 * (1 - 0.75 + 0.25) = 375 damage instead of 1000 * (1 - 0.75 + 0.25) = 500 damage. If you manage to convert 100% of the penetrated element into another element then you can completely nullify the effect of penetration (in the above example, a 1000 Cold hit would be taken as a 1000 Fire hit and mitigated with 75% Fire resist, resulting in 250 final damage taken).


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