Heist Unique /125 ⍟
(200–250)% increased Physical Damage
You have no Intelligence
Critical Strike Chance is (20–30)% for Hits with this Weapon
Spells have 10% reduced Critical Strike Chance per Intensity
Spells which have gained Intensity Recently gain 1 Intensity every 0.5 Seconds
(80–120)% increased Armour
(50–75)% increased Effect of Shrine Buffs on you
You have Lesser Brutal Shrine Buff
You have Lesser Massive Shrine Buff
+(17–23)% to Chaos Resistance
Enemy Hits inflict Temporal Chains on you
When you lose Temporal Chains you gain maximum Rage
Immune to Curses while you have at least 25 Rage
(80–120)% increased Evasion and Energy Shield
25% increased Movement Speed
For each nearby corpse, Regenerate 8 Life per second
For each nearby corpse, 1% increased Movement Speed
+(5–8) to Level of Socketed Gems
+(30–50)% to Quality of Socketed Gems
Socketed Skills deal Double Damage
(100–150)% increased Armour and Evasion
With at least 40 Intelligence in Radius, Discharge has 60% less Area of Effect
With at least 40 Intelligence in Radius, Discharge Cooldown is 250 ms
With at least 40 Intelligence in Radius, Discharge deals 60% less Damage
(5–10)% increased maximum Life
All Damage can Freeze
Freeze Chilled Enemies as though dealing (50–100)% more Damage
Nearby Enemies are Chilled
(Chill reduces Enemy Action Speed by 10%)
Curse Skills have (8–12)% increased Cast Speed
Non-Aura Hexes expire upon reaching (180–220)% of base Effect
Non-Aura Hexes gain 20% increased Effect per second
(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)
(-3–3)% to maximum Cold Resistance
(-3–3)% to maximum Lightning Resistance
You have Scorching Conflux, Brittle Conflux and Sapping Conflux while your two highest Attributes are equal
Cannot Ignite, Chill, Freeze or Shock
(Maximum Resistances cannot be raised above 90%)
Call of Steel deals Reflected Damage with (40–50)% increased Area of Effect
Call of Steel causes (20–25)% increased Reflected Damage
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)
Call of Steel has (80–100)% increased Use Speed
Call of Steel causes (20–25)% increased Reflected Damage
(Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
Call of Steel deals Reflected Damage with (40–50)% increased Area of Effect
Call of Steel has (80–100)% increased Use Speed
+(45–65) to maximum Life
(20–30)% reduced Mana Cost of Minion Skills
Minions are Aggressive
(Aggressive minions have their targeting range raised to a minimum value)
(5–8)% increased Attack and Cast Speed
Mark Skills have (10–15)% increased Cast Speed
(30–50)% increased Damage with Hits and Ailments against Marked Enemy
Your Mark Transfers to another Enemy when Marked Enemy dies
Spells have 30% increased Critical Strike Chance per Intensity
Spells which have gained Intensity Recently lose 1 Intensity every 0.5 Seconds
+(300–500) to Evasion Rating
(10–15)% increased Duration of Elemental Ailments on Enemies
Enemies Ignited by you have (10–15)% of Physical Damage they deal converted to Fire
Enemies Shocked by you have (10–15)% of Physical Damage they deal converted to Lightning
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
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% 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)
+(180–220) to Armour
+(13–19)% to Chaos Resistance
25% increased Movement Speed
Cannot deal non-Chaos Damage
Adds 1 to 80 Chaos Damage to Attacks per 80 Strength
(100–120)% increased Energy Shield
10% increased Area of Effect
Immune to Chill
Wintertide Brand has (20–30)% increased Chill Effect
Adds (15–20) to (30–40) Physical Damage
(8–12)% increased Attack Speed
Gain +50 Life when you Taunt an Enemy
You gain Onslaught for 1 seconds on Killing Taunted Enemies
Enemies Taunted by you take 10% increased Damage
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(80–100)% increased Evasion Rating
+(20–30)% to Chaos Resistance
25% chance to Avoid being Poisoned
16% increased Mana Reservation Efficiency of Skills
You cannot be Hindered
+(60–80) to maximum Life
+15% to all Elemental Resistances
Share Endurance Charges with nearby party members
Gain an Endurance Charge when you are Hit
Lose 2% of Life per second if you have been Hit Recently
(40–60)% increased Global Critical Strike Chance
(200–220)% increased Armour
+(60–75) to maximum Life
You have Perfect Agony if you've dealt a Critical Strike recently
(Recently refers to the past 4 seconds)
(Damage over Time Multiplier for Ailments is equal to Critical Strike Multiplier. Critical Strikes do not deal extra Damage, Non-Critical Strikes cannot inflict Ailments)
(20–25)% increased Life Regeneration rate
Items and Gems have 25% reduced Attribute Requirements
(Attributes are Strength, Dexterity, and Intelligence)
10% increased Damage
50% increased Fishing Pool Consumption
20% increased Fishing Range
(20–30)% increased Rarity of Fish Caught
Socketed Gems are Supported by Level 15 Immolate
Socketed Gems are Supported by Level 15 Unbound Ailments
Socketed Gems are Supported by Level 15 Ice Bite
Socketed Gems are Supported by Level 15 Inspiration
Socketed Gems are Supported by Level 15 Innervate
Recover 1% of Energy Shield on Kill
Cannot Leech or Regenerate Mana
100% increased Fire Damage
(5–10)% increased Attack Speed
Curse Enemies with Flammability on Block
Reflects (22–44) Fire Damage to Attackers on Block
(Warstaves are considered Staves)
(Flammability is a Hex which inflicts -17% to Fire Resistance and causes Hits to have +25% chance to Ignite the target. It lasts 8 seconds)
(20–40)% increased Physical Damage
Adds (3–6) to (9–13) Physical Damage
30% chance to cause Bleeding on Hit
(100–150)% increased Critical Strike Chance against Bleeding Enemies
Extra gore
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% higher while moving)
+20 to maximum Life
+20 to maximum Mana
(5–15)% increased Movement Speed
Summoned Phantasms have 10% chance to refresh their Duration when they Hit a Rare or Unique Enemy
Summoned Raging Spirits have 10% chance to refresh their Duration when they Hit a Rare or Unique Enemy
Can have 5 fewer Traps placed at a time
Deal no Cold Damage
+5 to Maximum Rage
Non-Channelling Skills have -9 to Total Mana Cost
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
Monster Level: 84
Map has (6–8) additional random Modifiers
Map has (4–6) additional Synthesis Global Modifiers
map item drop quantity +% [100]
map item drop rarity +% [0]
map pack size +% [25]
+(5–20)% to all Elemental Resistances
Gain (5–20) Mana per Enemy Killed
You can apply one fewer Curse
(10–15)% increased Effect of your Curses
(5–10)% increased Attack Speed
+(180–200) to Armour
3% reduced Movement Speed
+(280–300) to Accuracy Rating
1% increased Attack Damage per 450 Armour
(40–50)% increased Critical Strike Chance
Gain (10–20)% of Elemental Damage as Extra Chaos Damage
+1% to Critical Strike Multiplier per 1% Chance to Block Attack Damage
+60% to Critical Strike Multiplier if you've dealt a Non-Critical Strike Recently
(120–150)% increased Elemental Damage if you've dealt a Critical Strike Recently
(Warstaves are considered Staves)
(Recently refers to the past 4 seconds)
Minions deal (30–40)% increased Damage
Raised Zombies Cover Enemies in Ash on Hit
Raised Zombies take (15–30)% of their Maximum Life per second as Fire Damage
Raised Zombies have Avatar of Fire
(Attributes are Strength, Dexterity, and Intelligence)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
(5–10)% increased Cast Speed
90% reduced Ignite Duration on Enemies
10% chance to Ignite
Ignites you inflict deal Damage (35–45)% faster
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(They will deal the same total damage over a shorter duration)
(100–150)% increased Evasion and Energy Shield
+(70–100) to maximum Life
+(17–23)% to Chaos Resistance
Gain (3–5)% of Physical Damage as Extra Chaos Damage per Elder Item Equipped
Hits ignore Enemy Monster Chaos Resistance if all Equipped Items are Elder Items
+(80–100) to maximum Life
+2 seconds to Cat's Agility Duration
Aspect of the Cat has no Reservation
Gain up to your maximum number of Frenzy and Endurance Charges when you gain Cat's Agility
You have Onslaught while you have Cat's Agility
(40–50)% increased Global Damage
(10–20)% increased maximum Life
(10–20)% increased maximum Mana
Socketed Gems are Supported by Level (25–35) (1–164)
+(25–30) to all Attributes
(Attributes are Strength, Dexterity, and Intelligence)
0.7% of Life Regenerated per second per Fragile Regrowth
Gain up to maximum Fragile Regrowth when Hit
Lose 1 Fragile Regrowth each second
(8–14)% increased Attack Speed
+(23–31)% to Chaos Resistance
Your Chaos Damage can Chill
Attacks with this Weapon deal Double Damage to Chilled Enemies
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
+(30–50) to maximum Life
+(20–40)% to Fire Resistance
Minions have 10% reduced maximum Life
Minions have +40% to Fire Resistance
Minions gain 20% of Physical Damage as Extra Fire Damage
1.2% of Damage Leeched as Life on Critical Strike
3% increased Global Critical Strike Chance per Level
Gain Elusive on Critical Strike
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)
+(40–55) to Dexterity
+(50–60) to maximum Life
(20–30)% increased Damage with Hits against Magic monsters
20% chance when you Kill a Magic Monster to gain its Modifiers for 60 seconds
(40–80)% faster start of Energy Shield Recharge
+(30–50) to maximum Life
20% increased Impale Effect
20% chance to Impale on Spell Hit
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)
(10–20)% increased Cast Speed while Chilled
(10–20)% increased Movement Speed while Chilled
+(30–55) to Dexterity
+(18–35)% to Global Critical Strike Multiplier
Bow Attacks have Culling Strike
Hatred has 100% increased Mana Reservation Efficiency
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
(70–80)% increased Physical Damage
Adds (25–35) to (36–45) Physical Damage
10% increased Movement Speed
+(350–400) to Accuracy Rating
Cannot Leech Mana
Projectiles from Attacks Fork
Projectiles from Attacks can Fork 1 additional time
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)
+(50–70) to maximum Life
5% increased Damage per Power Charge
Regenerate 0.5% of Life per second per Power Charge
5% increased Movement Speed per Power Charge
(14–20)% increased Attack Speed
(14–20)% increased Totem Life
(14–20)% increased Totem Placement speed
Shrapnel Ballista has +1 to maximum number of Summoned Totems per 200 Strength
Adds 1 to 3 Physical Damage to Attacks per 25 Strength
+(20–30) to Intelligence
+(50–80) to maximum Energy Shield
+(50–70) to maximum Life
Gain 40% increased Area of Effect for 2 seconds after Spending a total of 800 Mana
(30–40)% increased Lightning Damage
+500 to maximum Mana
+100 to Accuracy Rating
10% increased Movement Speed
30% increased Area of Effect
30% increased Area Damage
(30–40)% increased Critical Strike Chance
+(15–20)% to all Elemental Resistances
Hits can't be Evaded
Your Critical Strikes do not deal extra Damage
Regenerate 20% of Energy Shield per second if you've dealt a Critical Strike with this weapon Recently
(Recently refers to the past 4 seconds)
(80–100)% increased Physical Damage
100% increased Accuracy Rating when on Low Life
200% increased Damage with Claws while on Low Life
Deal no Damage when not on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
50% reduced Recovery rate
(5–15)% increased Attack Speed during Effect
(5–15)% increased Cast Speed during Effect
10% increased Mana Cost of Skills during Effect
+(60–100) to maximum Life
+(60–100) to maximum Mana
60% reduced Mana Regeneration Rate
You and nearby Allies have 30% increased Mana Regeneration Rate
+(40–60) to Strength
+(40–60) to Dexterity
Adds 12 to 24 Chaos Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
+(8–24) to all Attributes
Adds (4–10) to (14–36) Physical Damage to Attacks
(120–160)% increased Global Critical Strike Chance
+(150–200) to maximum Energy Shield
+(120–160) to maximum Life
+(120–160) to maximum Mana
(6–30)% increased Rarity of Items found
(15–50)% increased Elemental Damage
Your Maximum Resistances are (70–72)%
(Attributes are Strength, Dexterity, and Intelligence)
Socketed Gems have Secrets of Suffering
-20% to all Elemental Resistances
+(75–100)% to Fire Resistance when Socketed with a Red Gem
+(75–100)% to Cold Resistance when Socketed with a Green Gem
+(75–100)% to Lightning Resistance when Socketed with a Blue Gem
(Cannot Ignite, Chill, Freeze or Shock
Critical Strikes inflict Scorch, Brittle and Sapped)
Trigger a Socketed Bow Skill when you Cast a Spell while
wielding a Bow, with a 1 second Cooldown
(7–12)% increased Cast Speed
+(50–70) to maximum Life
5% chance to Blind Enemies on Hit with Attacks
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
+(10–20) to Intelligence
Minions have (40–50)% increased Movement Speed
Minions deal (50–70)% increased Damage
+6 to maximum number of Raging Spirits
Reserves 30% of Life
+3 to maximum number of Summoned Phantasms
10% increased Movement Speed
+(10–20)% to Fire and Cold Resistances
+(8–15)% chance to Avoid Physical Damage from Hits while Phasing
You have Phasing if you have Blocked Recently
You are at Maximum Chance to Block Spell Damage if you have not Blocked Recently
(Recently refers to the past 4 seconds)
(15–20)% increased Cold Damage per 1% Missing Cold Resistance, up to a maximum of 300%
(15–20)% increased Fire Damage per 1% Missing Fire Resistance, up to a maximum of 300%
(Missing Resistance is the amount your Resistance is below the maximum)
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)
veiled mod type [3]
(150–200)% increased Evasion Rating
-30% to Cold Resistance
Evasion Rating is increased by Overcapped Cold Resistance
Versatile Combatant
(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)
(-10% to maximum Chance to Block Attack Damage, -10% to maximum Chance to Block Spell Damage, +2% Chance to Block Spell Damage for each 1% Overcapped Chance to Block Attack Damage)
(Overcapped Chance to Block is the amount by which Uncapped Chance to Block is higher than Maximum Chance to Block)
(Uncapped Chance to Block is the value Chance to Block would have if ignoring Maximum Chance to Block)
Area contains unbridged gaps to cross
Monsters have 50% chance to Avoid Ailments
100% increased Monster Damage
(20–25)% increased Monster Movement Speed
(20–25)% increased Monster Attack Speed
(20–25)% increased Monster Cast Speed
Players have Level 20 Dash Skill
Players have 200% increased Cooldown Recovery Rate for Movement Skills
map item drop quantity +% [200,250]
map item drop rarity +% [200,300]
map pack size +% [30]
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(140–160)% more Monster Life
Monsters have (500–1000)% increased Critical Strike Chance
+(60–100)% to Monster Critical Strike Multiplier
(140–160)% increased Monster Damage
25% increased Monster Movement Speed
25% increased Monster Attack Speed
25% increased Monster Cast Speed
Area is a large Maze
Unique Boss drops (10–15) additional Rare (0–23)
100% increased Quantity of Items found in this Area
250% increased Rarity of Items found in this Area
50% increased Pack size
(25–30)% increased Damage if you Summoned a Golem in the past 8 seconds
Golems Summoned in the past 8 seconds deal (100–125)% increased Damage
Golems have (18–22)% increased Maximum Life
Primordial
Summoned Golems are Aggressive
(Aggressive minions have their targeting range raised to a minimum value)
Adds (10–12) to (24–28) Cold Damage to Spells
Adds 1 to (60–68) Lightning Damage to Spells
+(6–15)% to all Elemental Resistances
30% increased Elemental Damage during any Flask Effect
Marauder: 1% of Life Regenerated per second
Duelist: +0.2 metres to Melee Strike Range
Ranger: 20% increased Flask Charges gained
Shadow: 12% increased Attack and Cast Speed
Witch: 20% increased Skill Effect Duration
Templar: +4% Chance to Block Attack and Spell Damage
Scion: 30% increased Damage
+(10–20) to Dexterity
100% increased Physical Damage
(25–30)% increased Attack Speed
Grants 2 Mana per Enemy Hit
(50–100)% increased Projectile Speed
+(25–50) to Accuracy Rating
+(2–6)% Chance to Block Attack Damage
+10% chance to be Frozen, Shocked and Ignited
+(60–100) to maximum Life
30% increased Movement Speed
Gain a Power Charge on Hit while Poisoned
+30% to Chaos Resistance while stationary
Necrotic Footprints
50% chance for Spell Hits against you to inflict Poison
+(60–80) to maximum Life
6% increased Movement Speed per Frenzy Charge
-2 to Maximum Frenzy Charges
-2 to Maximum Endurance Charges
Regenerate (100–140) Life per second per Endurance Charge
Gain 1 Endurance Charge on use
Petrified during Effect
+(35–50)% Chance to Block Attack Damage during Effect
+(20–30)% Chance to Block Spell Damage during Effect
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
(6–10)% increased maximum Life
+(15–25)% to Fire Resistance
Your Minions spread Burning Ground on Death, dealing 20% of their maximum Life as Fire Damage per second
Minions have 5% chance to Maim Enemies on Hit with Attacks
(Maimed enemies have 30% reduced Movement Speed)
(25–50)% increased Duration
Eldritch Battery during Effect
(Spend Energy Shield before Mana for Skill Mana Costs. Energy Shield protects Mana instead of Life. 50% less Energy Shield Recharge Rate)
(Life flask effects are still removed when unreserved life is filled)
Adds (13–18) to (26–32) Physical Damage to Attacks
(8–12)% increased Attack Speed
+(60–80) to maximum Life
80% reduced Maximum Recovery per Life Leech
40% increased Maximum total Life Recovery per second from Leech
Adds 30 to 40 Physical Damage
(60–80)% increased Critical Strike Chance
+(20–25)% to Cold Resistance
Your Physical Damage can Freeze
Eldritch Battery
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Spend Energy Shield before Mana for Skill Mana Costs. Energy Shield protects Mana instead of Life. 50% less Energy Shield Recharge Rate)
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)
(100–150)% increased Evasion and Energy Shield
(30–40)% increased Stun and Block Recovery
(30–40)% increased Mana Regeneration Rate while moving
Your Movement Speed is 150% of its base value
+(200–300) to Evasion Rating
Your Cold Damage cannot Freeze
Immune to Chill
Adds 60 to 80 Cold Damage against Chilled Enemies
(8–14)% increased Attack Speed
100% reduced Global Accuracy Rating
+(60–100)% to Critical Strike Multiplier with One Handed Melee Weapons
Attacks with this Weapon Penetrate 30% Elemental Resistances
Gain 15% of Physical Attack Damage as Extra Fire Damage
Gain 15% of Physical Attack Damage as Extra Lightning Damage
(20–40)% increased Evasion Rating
+(50–70) to maximum Life
25% increased Movement Speed
(10–30)% increased Elusive Effect
10% increased Movement Speed if you've Hit an Enemy Recently
(Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)
(Recently refers to the past 4 seconds)
This Weapon's Critical Strike Chance is 100%
You can Cast an additional Brand
20% increased Critical Strike Chance per Brand
40% increased Brand Damage
Blood Magic
(Removes all mana. 10% more maximum Life. Skills Cost Life instead of Mana. Skills Reserve Life instead of Mana)
(Brand Damage is any Damage dealt by Brand Skills or by Skills Triggered by a Brand)
Lose all Power Charges on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
(15–20)% increased Cold Damage per Frenzy Charge
50% chance to gain a Power Charge when you Hit a Frozen Enemy
Take 500 Cold Damage on reaching Maximum Power Charges
(20–40)% increased Critical Strike Chance
Attacks fire an additional Projectile
+(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%)
40% reduced Light Radius
Reflects 1 to (180–220) Lightning Damage to Attackers on Block
Defences are Zero
(18–22)% increased Elemental Resistances
(Armour, Evasion Rating and Energy Shield are the standard Defences)
+(20–30)% to Lightning Resistance
+11% to Chaos Resistance
10% increased effect of Non-Curse Auras from your Skills
5% chance to grant an Endurance Charge to nearby Allies on Hit
10% chance to grant a Frenzy Charge to nearby Allies on Kill
(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)
+(50–70) to maximum Life
+(29–41)% to Chaos Resistance
Your Chaos Damage can Ignite
Chaos Skills have 20% chance to Ignite
50% less Ignite Duration
Adds 1 to (120–150) Lightning Damage
(10–15)% increased Attack Speed
(30–40)% increased Critical Strike Chance
Enemies Frozen by you take 20% increased Damage
+(90–120) Energy Shield gained on Killing a Shocked Enemy
+(8–12)% Chance to Block Attack Damage while Dual Wielding
(60–80)% increased Physical Damage
Counts as Dual Wielding
+(8–10)% to Off Hand Critical Strike Chance
(50–70)% more Main Hand attack speed
+(50–70) to maximum Energy Shield
+75% to Lightning Resistance
Regenerate 5% of Energy Shield per second while Shocked
Unaffected by Shock
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(120–150)% increased Armour and Evasion
+(80–100) to maximum Life
+(8–12)% Chance to Block
(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)
(15–25)% increased Flask Charges gained
(10–20)% increased Flask Charges used
(10–20)% increased Flask Effect Duration
Life Flasks gain 1 Charge every 3 seconds
100% of Life Recovery from Flasks is applied to nearby Allies instead of You
(Attributes are Strength, Dexterity, and Intelligence)
+(15–25)% to all Elemental Resistances
+(30–40)% to Critical Strike Multiplier if you've gained a Power Charge Recently
(1–2) to (36–40) Lightning Damage per Power Charge
90% less Power Charge Duration
(30–50)% increased Projectile Speed
(30–50)% increased Projectile Damage
Projectiles cannot collide with Enemies in Close Range
Far Shot
(Close Range is up to 2 metres)
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
(0–50)% of Physical Damage Converted to Fire Damage
(0–50)% of Physical Damage Converted to Cold Damage
(0–50)% of Physical Damage Converted to Lightning Damage
Elemental Ailments you inflict are Reflected to you
Damage Penetrates (8–10)% Elemental Resistances while you are Chilled
Elemental Damage with Hits is Lucky while you are Shocked
Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
Triggers Level 20 Physical Aegis when Equipped
(300–400)% increased Armour and Evasion
100% chance to Avoid Bleeding
(8–15)% increased Attack and Cast Speed while Physical Aegis is depleted
(50–70)% increased Critical Strike Chance while Physical Aegis is depleted
Nearby Enemies are Blinded while Physical Aegis is not depleted
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
+(20–40) to Dexterity
(230–260)% increased Physical Damage
30% reduced Attack Speed while Phasing
(While you have Phasing, your movement is not blocked by Enemies)
1% of Damage Leeched as Life
(5–10)% increased Movement Speed
Steal Power, Frenzy, and Endurance Charges on Hit
Total Recovery per second from Life Leech is Doubled
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(14–18)% increased Attack Speed
Unholy Might
Summoned Skeleton Warriors and Soldiers wield this Weapon while in your Main Hand
Summoned Skeleton Warriors and Soldiers deal Triple Damage with this
Weapon if you've Hit with this Weapon Recently
has unholy might [1]
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(Recently refers to the past 4 seconds)
+5% Chance to Block Spell Damage per Power Charge
(3–5)% increased Elemental Damage per Power charge
Gain a Power Charge every Second if you haven't lost Power Charges Recently
Lose all Power Charges when you Block
Heist Gem /20
Name | |
---|---|
Splitting Steel (1) | |
Splitting Steel of Ammunition (1) | |
Sniper's Mark (4) |
Name | |
---|---|
Flame Wall (4) | |
Blazing Salvo (12) | |
Crackling Lance (28) | |
Crackling Lance of Branching (28) | |
Crackling Lance of Disintegration (28) | |
Hexblast (28) | |
Hexblast of Contradiction (28) | |
Hexblast of Havoc (28) | |
Elemental Penetration Support (31) | |
Impending Doom Support (31) | |
Pinpoint Support (31) | |
Frost Shield (34) | |
Sigil of Power (34) | |
Void Sphere (34) | |
Void Sphere of Rending (34) | |
Hextouch Support (38) | |
Awakened Hextouch Support (72) |
Heist Area /90 ⍟
Minimap Icons /17 ⍟
Heist Item /186 ⍟
Has Elder, Shaper and all Conqueror Influences
+(140–165) to maximum Energy Shield
local use skill on melee hit % [100]
+1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
25% increased Suffix Modifier magnitudes
local use skill on melee hit % [100]
Quality: +23%
Corrupted
local use skill on melee hit % [100]
20% increased Cooldown Recovery Rate of Travel Skills
local skills granted by item are supported by level x unique trigger support [2]
local skills granted by item are supported by level x unique trigger support [2]
-1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
25% increased Prefix Modifier magnitudes
40% increased Cooldown Recovery Rate of Travel Skills
local skills granted by item are supported by level x unique trigger support [2]
Can't use Flask in Fifth Slot
+(100–120) to maximum Energy Shield
Used as Currency for services in the Rogue Harbour
-1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
100% increased Explicit Modifier magnitudes
This may reforge the body armour's sockets
This may reforge the weapon's sockets
Quality: +23%
Corrupted
Two-Implicit
Corrupted
Double-Veiled Item
Corrupted
+(66–80) to maximum Energy Shield
Map Tier: 13
Quality: +13%
Delirium: 100%
Modifiers: 8
Corrupted
Two-Implicit
Corrupted
Heist Monster /101 ⍟
Name | Modifiers | Spectre |
---|---|---|
Admiral Darnaw | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [4000] cannot be stunned while stunned [1] | N |
Daemon | N | |
Volatile Core | monster no drops or experience [1] | N |
Nashta, The Usurper | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [4000] cannot be stunned while stunned [1] | N |
Friedrich Tarollo, Slave Merchant | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [4000] cannot be stunned while stunned [1] Cannot be Knocked Back | N |
Unwilling Thrall | monster no drops or experience [1] | N |
Jamanra, The Great | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [4000] cannot be stunned while stunned [1] | N |
The Unbreakable | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [4000] cannot be stunned while stunned [1] | N |
Nightmare of the Unbreakable | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [4000] cannot be stunned while stunned [1] monster special map drop chance +% final [300] | N |
Shrapnel Totem | monster no drops or experience [1] | N |
Vic Vox | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [4000] cannot be stunned while stunned [1] | N |
Vic Vox | N | |
Vinny Vox | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [4000] cannot be stunned while stunned [1] | N |
Observer Totem | monster no drops or experience [1] Action Speed cannot be modified to below Base Value Movement Speed cannot be modified to below Base Value Cannot be Knocked Back cannot be taunted [1] | N |
Security Conjuror | monster no map drops [1] | Y |
Thaumaturgy Officer | monster no map drops [1] | Y |
Thaumaturgy Officer | Y | |
Security Conjuror | Y | |
Security Enforcer | 20% Chance to Block Attack Damage You take 10% of Damage from Blocked Hits monster no map drops [1] | Y |
Guard Captain | 20% Chance to Block Attack Damage You take 10% of Damage from Blocked Hits monster no map drops [1] | Y |
Guard Captain | 20% Chance to Block Attack Damage You take 10% of Damage from Blocked Hits | Y |
Head Enforcer | 20% Chance to Block Attack Damage You take 10% of Damage from Blocked Hits | N |
Security Enforcer | 20% Chance to Block Attack Damage You take 10% of Damage from Blocked Hits | Y |
Security Enforcer | monster no map drops [1] | Y |
Security Enforcer | Y | |
Guard Captain | monster no map drops [1] | Y |
Guard Captain | Y | |
Security Specialist | N | |
Security Ranger | monster no map drops [1] | Y |
Security Ranger | Y | |
Adiyah, the Wayfinder | Your hits can't be Evaded | N |
Tullina | Your hits can't be Evaded | N |
Vinderi | Your hits can't be Evaded | N |
Nenet | Your hits can't be Evaded | N |
Adiyah, the Wayfinder | N | |
Isla | N | |
Faustus | N | |
Tibbs | Your hits can't be Evaded | N |
Gianna | N | |
Gianna's Illusion | N | |
Niles | N | |
Kurai, the Administrator | Your hits can't be Evaded | N |
Karst | Your hits can't be Evaded | N |
Huck | Your hits can't be Evaded | N |
Huck | Your hits can't be Evaded master damage +% final vs unique monsters [-90] | N |
Oscillotron | cannot be taunted [1] Cannot be Knocked Back | N |
Loyalguard Mk 4 | N | |
Auto-Enforcer | Y | |
Ember Auto-Scout | Y | |
Frost Auto-Scout | Y | |
Firebuzz | Y | |
GDB0-Y | Y | |
GR8B0-Y | cannot be taunted [1] Cannot be Knocked Back cannot be stunned for ms after stun finished [0] cannot be stunned while stunned [1] | N |
Tireless Sentry | N | |
Tireless Sentry | Y | |
Ashblessed Warden | Y | |
Clockwork Sentry | N | |
Clockwork Crawler | Y | |
Rusty Crusher | Y | |
Firespout | N | |
Frostspout | N | |
Senior Heretech | monster no map drops [1] | Y |
Senior Scientist | Y | |
Senior Heretech | Y | |
Senior Heretech | N | |
Necroscientist | monster no map drops [1] | Y |
Necroscientist | Y | |
Necroscientist | N | |
Labra-tomaton | Attacks have 25% chance to Maim on Hit display monster may inflict maim [1] monster no map drops [1] | N |
Rattling Experiment | monster no map drops [1] | Y |
Rattling Experiment | Y | |
Rattling Experiment | 20% Chance to Block Attack Damage You take 10% of Damage from Blocked Hits monster no map drops [1] | Y |
Rattling Bones | 20% Chance to Block Attack Damage You take 10% of Damage from Blocked Hits | Y |
Rattling Experiment | 20% Chance to Block Attack Damage You take 10% of Damage from Blocked Hits | Y |
Clattering Experiment | monster no map drops [1] | Y |
Clattering Bones | monster no map drops [1] | Y |
Clattering Experiment | Y | |
Violator | monster no map drops [1] | Y |
Disruptor | Y | |
Violator | Y | |
Pusbag | monster no map drops [1] | Y |
Pusbag | Y | |
Senior Necroscientist | Y | |
Senior Necroscientist | N | |
Heretech | monster no map drops [1] | Y |
Heretech | Y | |
Heretech | N | |
Labora-dor | Attacks have 25% chance to Maim on Hit display monster may inflict maim [1] | N |
Lab Rat | N | |
Corpse Stitcher | N | |
Flesh Sculptor | N | |
Foul Thug | Y | |
Malicious Bruiser | Y | |
Backbreaker | N | |
Artless Assassin | Y | |
Miserly Poacher | Y | |
Cruel Arsonist | Y | |
Twisted Firestarter | Y | |
Spiteful Smuggler | Y | |
Tormentor | +1 to maximum number of Summoned Totems | N |
Turret | monster no drops or experience [1] | N |
Heist Quest /36 ⍟
NPCs /13 ⍟
Name | Heist Perks | Jobs | Damage Types | Introduction |
---|---|---|---|---|
Karst | (20–40)% less raising of Alert Level from opening Reward Chests | Lockpicking [5] Perception [3] Agility [2] | Projectile | |
Niles | Can unlock 1 Magical Chest after Lockdown per Wing Discovers a Blueprint Reveal upon completion of a Heist Contract Mission | Counter-Thaumaturgy [5] Deception [4] | Spell | Huck |
Huck | Is a powerful Combatant and provides strong Buffs to Allies Players have (10–30)% increased Experience gain | Lockpicking [3] Brute Force [3] Demolition [3] Engineering [3] | Melee | Karst |
Tibbs | Can unlock (1.2–2) Mechanical Chests after Lockdown per Wing | Brute Force [5] Demolition [4] | Melee | |
Nenet | Can Scout nearby Enemy Patrols and Elite Patrols during Heists (8–20)% less raising of Alert Level | Perception [5] Counter-Thaumaturgy [4] | Projectile | Tullina |
Vinderi | Heist Chests have a (6–14)% chance to Duplicate their contents (14–30)% more raising of Alert Level | Demolition [5] Trap Disarmament [5] Engineering [2] | Melee | Niles |
Tullina | (10–26)% chance to find additional Heist Targets from Secret Reward Rooms (6–14)% less raising of Alert Level | Agility [5] Lockpicking [3] Trap Disarmament [2] | Melee | Tibbs |
Gianna | (10–30)% reduced Blueprint Revealing Cost Discovers a Blueprint Reveal upon completion of a Heist Contract Mission | Deception [5] Perception [2] Counter-Thaumaturgy [3] | Spell | Vinderi |
Isla | (30–50)% increased time before Lockdown (30–50)% increased time before Lockdown | Engineering [5] Trap Disarmament [4] | Spell | |
Adiyah | Perception [5] | |||
Kurai | Lockpicking [5] | |||
Faustus, the Fence | ||||
Whakano, the Barber |
Jobs /9 ⍟
Name | Icon | Reward | NPC |
---|---|---|---|
Lockpicking | Accessories[1] Currency[46] Fragments[68] | ||
Brute Force | Weapon[1] Uniques[10] Fossils[34] | ||
Perception | Accessories[1] Currency[8] Divination Cards[36] | ||
Demolition | Generic[1] Blight[68] Ultimatum[68] Delirium[68] | ||
Counter-Thaumaturgy | Accessories[1] Gems[6] Currency[46] | ||
Trap Disarmament | Armour[1] Weapon[1] Talismans[1] Abyss[46] Breach[68] Legion[68] | ||
Agility | Armour[1] Essences[5] Fossils[34] Currency[46] Harbinger[68] | ||
Deception | Armour[1] Divination Cards[36] Harbinger[68] | ||
Engineering | Essences[5] Uniques[10] Maps[68] |
Rewards /20 ⍟
Icon | Name | Jobs |
---|---|---|
Currency Currency Reward Room Level: 46 Weight: 350 | ||
Uniques Uniques Reward Room Level: 10 Weight: 100 | ||
Gems Gems Reward Room Level: 6 Weight: 300 | ||
Maps Maps Reward Room Level: 68 Weight: 100 | ||
Accessories Accessories Reward Room Level: 1 Weight: 200 | ||
Armour Armour Reward Room Level: 1 Weight: 200 | ||
Weapon Weapon Reward Room Level: 1 Weight: 200 | ||
Abyss Abyss Reward Room Level: 46 Weight: 150 | ||
Harbinger Harbinger Reward Room Level: 68 Weight: 150 | ||
Breach Breach Reward Room Level: 68 Weight: 150 | ||
Essences Essences Reward Room Level: 5 Weight: 250 | ||
Fragments Fragments Reward Room Level: 68 Weight: 250 | ||
Fossils Fossils Reward Room Level: 34 Weight: 150 | ||
Divination Cards Divination Cards Reward Room Level: 36 Weight: 300 | ||
Generic Generic Reward Room Level: 1 Weight: 100 | ||
Talismans Talismans Reward Room Level: 1 Weight: 150 | ||
Legion Legion Reward Room Level: 68 Weight: 150 | ||
Blight Blight Reward Room Level: 68 Weight: 150 | ||
Ultimatum Ultimatum Reward Room Level: 68 Weight: 150 | ||
Delirium Delirium Reward Room Level: 68 Weight: 150 |
Job Experience /45 ⍟
Name | Job Level | Experience | Level |
---|---|---|---|
Lockpicking | 1 | 0 | 0 |
Lockpicking | 2 | 160 | 60 |
Lockpicking | 3 | 800 | 75 |
Lockpicking | 4 | 2800 | 80 |
Lockpicking | 5 | 8000 | 83 |
Brute Force | 1 | 0 | 0 |
Brute Force | 2 | 160 | 60 |
Brute Force | 3 | 800 | 75 |
Brute Force | 4 | 2800 | 80 |
Brute Force | 5 | 8000 | 83 |
Perception | 1 | 0 | 55 |
Perception | 2 | 160 | 68 |
Perception | 3 | 800 | 75 |
Perception | 4 | 2800 | 80 |
Perception | 5 | 8000 | 83 |
Demolition | 1 | 0 | 50 |
Demolition | 2 | 160 | 65 |
Demolition | 3 | 800 | 75 |
Demolition | 4 | 2800 | 80 |
Demolition | 5 | 8000 | 83 |
Counter-Thaumaturgy | 1 | 0 | 60 |
Counter-Thaumaturgy | 2 | 160 | 70 |
Counter-Thaumaturgy | 3 | 800 | 75 |
Counter-Thaumaturgy | 4 | 2800 | 80 |
Counter-Thaumaturgy | 5 | 8000 | 83 |
Trap Disarmament | 1 | 0 | 50 |
Trap Disarmament | 2 | 160 | 65 |
Trap Disarmament | 3 | 800 | 75 |
Trap Disarmament | 4 | 2800 | 80 |
Trap Disarmament | 5 | 8000 | 83 |
Agility | 1 | 0 | 50 |
Agility | 2 | 160 | 65 |
Agility | 3 | 800 | 75 |
Agility | 4 | 2800 | 80 |
Agility | 5 | 8000 | 83 |
Deception | 1 | 0 | 60 |
Deception | 2 | 160 | 70 |
Deception | 3 | 800 | 75 |
Deception | 4 | 2800 | 80 |
Deception | 5 | 8000 | 83 |
Engineering | 1 | 0 | 0 |
Engineering | 2 | 160 | 60 |
Engineering | 3 | 800 | 75 |
Engineering | 4 | 2800 | 80 |
Engineering | 5 | 8000 | 83 |
Text Audio /21 ⍟
Type | Name | Quantity |
---|---|---|
Heist | Kurai, the Administrator | 191 |
Heist | Adiyah, the Wayfinder | 110 |
Heist | Faustus, the Fence | 54 |
Heist | Gianna, the Master of Disguise | 304 |
Heist | Huck, the Soldier | 270 |
Heist | Isla, the Engineer | 449 |
Heist | Karst, the Lockpick | 285 |
Heist | Nenet, the Scout | 276 |
Heist | Niles, the Interrogator | 272 |
Heist | Tibbs, the Giant | 254 |
Heist | Tullina, the Catburglar | 280 |
Heist | Vinderi, the Dismantler | 317 |
Heist | Admiral Darnaw | 24 |
Heist | Friedrich Tarollo, Slave Merchant | 14 |
Heist | Jamanra, The Great | 9 |
Heist | Julius Farrow | 2 |
Heist | Nashta, The Usurper | 19 |
Heist | Vic Vox | 32 |
Heist | Vinny Vox | 26 |
Heist | Whakano, the Barber | 66 |
Heist | Water Goddess |
Community Wiki
Heist league
Sanctum Patch Notes
Rogue's Markers Problem:
- Upon leaving town in Act 6 and killing your first set of monsters, you'd very quickly obtain Rogue's Markers and be told to go back to town and talk to Kurai. This disrupted the flow of the main questline, and you were then directed to do more and more things for the initial Heist quest.
Solution:
- We've removed the guaranteed Rogue's Marker drop from Act 6.
Ultimatum Patch Notes
Heist Changes
- The amount of experience required to level up a Heist Rogue has been reduced by 20% per level.
Ritual Patch Notes
Heist Changes
- Kurai, as well as your first Rogue's Markers, can now be found starting in Act 6.
- Smuggler's Caches now always drop a Quest Contract if possible, in addition to an ordinary Contract.
- Smuggler's Caches now appear less frequently, and Contracts, Blueprints and Rogue's Markers now drop less frequently.
- All quest contracts now reward you with Rogue's Markers upon completion.
- Kurai's second and third quest contracts now spawn more monsters during the escape.
- The number of Rogue's Markers you get from completing contracts above level 68 has been increased. You'll now get (on average) 20% more markers from Level 83 contracts.
- The levels at which Heist Equipment drops has been adjusted to fit the new progression.
- Job Experience granted to Heist participants has been increased across the board to fit the lower frequency at which players will engage in them.
- Blueprints that have been created through duplication (such as via Einhar's Blood Altar) must now be revealed again.
- The Rogue Harbour once again acts like a town and will be populated by other players.
- Vinderi's chance for items from Heist chests to be doubled has been reduced at all levels. It is now 14% at job level 5 (from 20%).
- Huck now grants increased experience to players in Heists, up to 20% at job level 3.
- Harvest rewards can no longer appear in Heists, because Harvest is a thing again.
- Greatly increased the chance of finding Tempering and Tailoring Orbs from Blueprint rewards.
- The experience limit on all Heists has been lowered (as in, you will hit a point at which additional monster spawns grant no experience sooner).
- Whakano's reveal audio no longer overlaps with itself.
Introduction
The Heist league is a challenge league. It launched on September 18, 2020 (UTC), alongside the Version 3.12.0 patch.
The Heist league has the player organizing Heists to infiltrate and steal from fortified caches of valuables. After finding a Rogue's Marker, the player can use it to visit the Rogue Harbour and run Contracts for the rogue's guild known as the Ring. The player is tasked to infiltrate an area containing a valuable item with a help of a Rogue for hire. They must secure the item and take as many other valuables as possible before lockdown occurs, then make their escape through a hoard of guards alive. Smaller contracts can lead into Blueprints used to plan more elaborate Grand Heists for an even bigger payout and exclusive rewards. Players can equip Trinkets and train and gear up their Rogues to improve the heisting experience and rewards. Exclusive rewards in the Heist league include experimented base items with new implicit mods, skill gems with alternate quality modifiers, weapon and body armour enchantments, and replica unique items with similar but different properties to its original.
League mechanic
Enemies can randomly drop stacks of Rogue's Marker or Contracts, which are used for Heists. Occasionally, a zone contains a Smuggler's Cache containing both. Quest Contract can only be obtained from Smuggler's Caches. Using a Rogue's Marker open a portal to the Rogue Harbour. Players can use contracts there to open a portal to perform a heist. Each heist requires a Rogue with the required Heist Job skill and level, as well as a fee.
During the heist, the player must retrieve the target item before lockdown. Opening chests raises the Alert gauge. Maxing out the gauge starts a Countdown phase before the item is locked out. Retrieving the item or running out the timer starts the Escape phase, where the player must reach the escape point without dying. All items taken during a heist are marked as Contraband, which cannot be used and drop on death until the heist is over. Selling the target item rewards you with additional Rogue's Markers.
Blueprints are used to perform Grand Heists. You can use Markers to pay to reveal additional wings and rooms in a blueprint. Grand Heists require multiple Rogues to perform and contain special items in the safe.
The cost for revealing rooms/wings in blueprints increases every time a new component is revealed. These costs are additive and based on the type of component revealed. The increase is approximately ~4.3% every time you reveal a room, ~30.4% every time you reveal a wing, and ~1.7% every time you reveal an escape route. So if the original cost of a revealing a wing was 3000 markers and you have revealed 2 rooms and 1 other wing the new cost to reveal the wing will be ~3000*(1+0.043*2+0.304)=4170 markers.
Minimap
These new icons are introduced to the minimap:
Modifiers
All map and most area have the modifiers:
- MapHeistLeague
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.