Expedition Unique /11
Never deal Critical Strikes
Battlemage
(Gain Added Spell Damage equal to the Damage of your Main Hand Weapon)
Restores Ward on use
(50–80)% increased Duration
Recover 4% of Life per Endurance Charge on use
Lose all Endurance Charges on use
Lose all Endurance Charges on use
Gain 1 Endurance Charge per Second during Effect
+(20–30) to Intelligence
(25–35)% increased Ward
(40–60)% faster Restoration of Ward
(15–25)% increased Light Radius
Increases and Reductions to Maximum Energy Shield instead apply to Ward
800% increased Attribute Requirements
(30–50)% increased Ward
+(15–25)% to all Elemental Resistances
80% less Flask Charges gained from Kills
Flasks gain 1 Charge per second if you've Hit a Unique Enemy Recently
(Attributes are Strength, Dexterity, and Intelligence)
(Recently refers to the past 4 seconds)
(33–48)% increased Ward
+(17–23)% to Chaos Resistance
Gain Added Chaos Damage equal to 10% of Ward
75% of Damage taken bypasses Ward
(50–80)% increased Ward
(30–50)% slower Restoration of Ward
20% increased Movement Speed
Gain Adrenaline for 3 seconds when Ward Breaks
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
Restores Ward on use
(40–50)% increased Charges per use
Ward does not Break during Effect
85% less Ward during Effect
Restores Ward on use
(20–30)% increased Charge Recovery
Inflict Fire, Cold and Lightning Exposure on nearby Enemies when used
(20–30)% increased Effect of Non-Damaging Ailments you inflict during Effect
(Each Exposure applies -10% to the matching Resistance for 4 seconds)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(50–80)% increased Armour
Attacks have 15% chance to cause Bleeding
50% reduced Light Radius
+4% to Damage over Time Multiplier for Bleeding per Frenzy Charge
Bleeding you inflict deals Damage 4% faster per Frenzy Charge
(20–30)% chance to gain a Frenzy Charge on Critical Strike at Close Range
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
(They will deal the same total damage over a shorter duration)
(Close Range is up to 2 metres)
Has no Sockets
Triggers Level 20 Summon Arbalists when Equipped
25% increased Movement Speed
[3 to 5 of Arbalists Modifiers]
Restores Ward on use
(-10–10)% reduced Charges per use
Debilitate nearby Enemies for 2 Seconds when Effect ends
Effect is removed when Ward Breaks
Culling Strike during Effect
(Enemies that are Debilitated have 20% less Movement Speed and deal 10% less damage)
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Expedition
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