Expedition Unique /11
Requires Level 68, 66 Str, 66 Dex, 66 Int
Never deal Critical Strikes
Battlemage
(Gain Added Spell Damage equal to the Damage of your Main Hand Weapon)
Requires Level 40
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
Requires Level 25, 30 Str, 30 Dex, 30 Int
+(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
Requires Level 69, 342 Str, 342 Dex, 342 Int
800% increased Attribute Requirements
(30—50)% increased Ward
+(15—25)% to all Elemental Resistances
80% less Flask Charges gained from Kills
Flasks gain 1 Charges per second if you've Hit a Unique Enemy Recently
(Attributes are Strength, Dexterity, and Intelligence)
(Recently refers to the past 4 seconds)
Requires Level 48, 31 Str, 31 Dex, 31 Int
(33—48)% increased Ward
+(17—23)% to Chaos Resistance
Gain Added Chaos Damage equal to 10% of Ward
75% of Damage taken bypasses Ward
Requires Level 48, 37 Str, 37 Dex, 37 Int
(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)
Requires Level 40
Restores Ward on use
(40—50)% increased Charges per use
Ward does not Break during Effect
85% less Ward during Effect
Requires Level 40
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)
Requires Level 69, 138 Str
(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)
Requires Level 69, 46 Str, 46 Dex, 46 Int
Has no Sockets
Triggers Level 20 Summon Arbalists when Equipped
25% increased Movement Speed
[3 to 5 of Arbalists Modifiers]
Requires Level 40
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.































