Keepers Unique /27
60% increased Block Recovery
(170–250)% increased Armour and Evasion
Reflects (200–300) Physical Damage to Melee Attackers
Retaliation Skills deal (50–100)% increased Damage
Damaging Retaliation Skills become Usable every 4 seconds
Retaliation Skills become Usable for (50–100)% longer
Regenerate (1.2–1.6)% of Life per second
+(10–20) to all Attributes
+(1–2) to Level of all Minion Skill Gems
-2% to all Resistances per Minion from your Non-Vaal Skills
(3–4)% increased Defences per Minion from your Non-Vaal Skills
Minions gain added Resistances equal to 50% of your Resistances
(Attributes are Strength, Dexterity, and Intelligence)
(Armour, Evasion Rating and Energy Shield are the standard Defences)
+(30–40) to maximum Life
(120–240)% increased Armour
+(5–10)% Chance to Block
Totems which would be killed by Enemies become Spectral Totems for 8 seconds instead
Skills used by Spectral Totems deal (40–50)% less Damage
Maximum (3–5) Spectral Totems
Unwavering Stance
(Spectral Totems are intangible, untargetable, and undamageable, have 1 maximum Life, and cannot Taunt enemies. They are no longer counted as Summoned Totems, but modifiers that affect Totems also affect Spectral Totems)
(Cannot Evade enemy Attacks. Cannot be Stunned)
40% increased Global Critical Strike Chance
Trigger a Socketed Spell when you Block, with a 0.25 second Cooldown
+(30–45)% Chance to Block Spell Damage while in Off Hand
(100–150)% increased Spell Damage
(100–150)% increased Damage with Poison
Triggered Spells Poison on Hit
All Damage with Triggered Spells can Poison
You cannot Cast Socketed Hex Curse Skills
Inflict Socketed Hexes on Enemies that trigger your Traps
Grants Level 30 Will of the Lords Skill
400% increased Attribute Requirements
(120–160)% increased Evasion and Energy Shield
(6–12)% increased Trap Throwing Speed
Can have up to (3–5) additional Traps placed at a time
(Attributes are Strength, Dexterity, and Intelligence)
+(16–24) to Dexterity and Intelligence
+(6–10)% chance to Suppress Spell Damage
+(20–30) to Dexterity and Intelligence
(50–100)% of Suppressed Spell Damage taken bypasses Energy Shield
(50–100)% of Suppressed Spell Damage taken Recouped as Energy Shield
+(40–60) to maximum Energy Shield
+(40–60) to maximum Life
(40% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
+25% Chance to Block Spell Damage while wielding a Staff
(1–7)% increased Intelligence
(-17–17)% reduced maximum Life
31% increased Cost of Skills
1 to (31–53) Spell Lightning Damage per 10 Intelligence
Blood Magic
(Removes all mana. 10% more maximum Life. Skills Cost Life instead of Mana. Skills Reserve Life instead of Mana)
(5–7)% increased Global Defences
Grants Level 30 Herald of the Hive Skill
+(10–20)% to all Elemental Resistances
+(23–37)% to Chaos Resistance
(350–650)% increased Armour
(-50–-40)% to all Elemental Resistances
+(13–29)% to Chaos Resistance
(15–30)% of Elemental Damage from Hits taken as Physical Damage
Physical Damage of Enemies Hitting you is Unlucky
(Unlucky things are rolled twice and the worst result used)
(160–200)% increased Armour and Evasion
Minions have (20–30)% increased Movement Speed
Minions have 1% chance to deal Double Damage per Fortification on you
(30–40)% increased Fortification Duration
Minions have (6–12)% increased Attack Speed
Increases and Reductions to Minion Maximum Life also apply to you at 15% of their value
Adds (6–10) to (16–22) Physical Damage to Attacks
(8–16)% increased Attack Speed
(80–120)% increased Armour
Lose (1–3) Rage per second
5% less Damage taken per 5 Rage, up to a maximum of 30%
Maximum Rage is Halved
(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)
+50 to Strength and Dexterity
+200 Intelligence Requirement
(200–300)% increased Physical Damage
(10–16)% increased Attack Speed
(100–200)% increased Critical Strike Chance
Critical Strikes with this Weapon do not deal extra Damage
Gain a random Shrine Buff for 30 seconds when you Kill a Rare or Unique Enemy
+1 to maximum Mana per 2 Intelligence
(30–50)% increased Fire Damage
Attacks with this Weapon have Added Fire Damage equal to (8–12)% of Player's Maximum Life
Each Rage also grants +2% to Fire Damage Over Time Multiplier
Nearby Enemies have Fire Exposure while at maximum Rage
(-5–5) to Maximum Rage
(Fire Exposure applies -10% to Fire Resistance for 4 seconds)
(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)
(150–230)% increased Armour
+(25–35)% to all Elemental Resistances
50% increased Light Radius
Link Skills can target Damageable Minions
On Killing a Rare monster, a random Linked Minion gains its Modifiers for 60 seconds
Your Linked Minions take (65–75)% less Damage
10% reduced Enemy Stun Threshold
(50–75)% increased Physical Damage
Adds (5–9) to (13–18) Physical Damage
(6–10)% increased Attack Speed
Chance to Block is Unlucky
Count as Blocking Attack Damage from the first target Hit with each Shield Attack
(Unlucky things are rolled twice and the worst result used)
+2% to maximum Chaos Resistance
Cannot roll Modifiers of Non-Chaos Damage Types
+(7–13) to all Attributes
Adds (7–11) to (17–23) Chaos Damage
+(13–29)% to Chaos Resistance
(20–30)% increased Area of Effect of Aura Skills
(20–35)% reduced Reservation Efficiency of Skills
Increases and Reductions to Chaos Damage also apply to Effect of
Auras from Chaos Skills at (10–15)% of their value, up to a maximum of 150%
(Attributes are Strength, Dexterity, and Intelligence)
(15–25)% increased Elemental Damage
+(5–30)% to Fire Resistance
+(5–30)% to Cold Resistance
+(5–30)% to Lightning Resistance
(6–12)% increased Attack and Cast Speed
(10–20)% increased Effect of Non-Damaging Ailments
Hits with Prismatic Skills always inflict Brittle
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Hits have up to +6% Critical Strike Chance against Brittle Enemies, based on the Cold Damage of the Hit which inflicted Brittle, for 4 seconds)
(15–25)% increased Elemental Damage
+(5–30)% to Fire Resistance
+(5–30)% to Cold Resistance
+(5–30)% to Lightning Resistance
(6–12)% increased Attack and Cast Speed
(10–20)% increased Effect of Non-Damaging Ailments
Hits with Prismatic Skills always Sap
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds)
(15–25)% increased Elemental Damage
+(5–30)% to Fire Resistance
+(5–30)% to Cold Resistance
+(5–30)% to Lightning Resistance
(6–12)% increased Attack and Cast Speed
(10–20)% increased Effect of Non-Damaging Ailments
Hits with Prismatic Skills always Scorch
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the Fire Damage of the Hit, for 4 seconds)
+2% to maximum Lightning Resistance
Cannot roll Modifiers of Non-Lightning Damage Types
+(15–25) to Intelligence
Adds (1–2) to (43–56) Lightning Damage
+(20–30)% to Lightning Resistance
(20–30)% increased Area of Effect of Aura Skills
(20–35)% reduced Reservation Efficiency of Skills
Increases and Reductions to Lightning Damage also apply to Effect of
Auras from Lightning Skills at (10–15)% of their value, up to a maximum of 150%
+2% to maximum Cold Resistance
Cannot roll Modifiers of Non-Cold Damage Types
+(15–25) to Dexterity
Adds (8–12) to (18–26) Cold Damage
+(20–30)% to Cold Resistance
(20–30)% increased Area of Effect of Aura Skills
(20–35)% reduced Reservation Efficiency of Skills
Increases and Reductions to Cold Damage also apply to Effect of
Auras from Cold Skills at (10–15)% of their value, up to a maximum of 150%
3% additional Physical Damage Reduction
Cannot roll Modifiers of Non-Physical Damage Types
+(15–25) to Strength
Adds (8–12) to (14–20) Physical Damage
(20–30)% increased Armour
(20–30)% increased Area of Effect of Aura Skills
(20–35)% reduced Reservation Efficiency of Skills
Increases and Reductions to Physical Damage also apply to Effect of
Auras from Physical Skills at (10–15)% of their value, up to a maximum of 150%
+2% to maximum Fire Resistance
Cannot roll Modifiers of Non-Fire Damage Types
+(15–25) to Strength
Adds (10–14) to (26–34) Fire Damage
+(20–30)% to Fire Resistance
(20–30)% increased Area of Effect of Aura Skills
(20–35)% reduced Reservation Efficiency of Skills
Increases and Reductions to Fire Damage also apply to Effect of
Auras from Fire Skills at (10–15)% of their value, up to a maximum of 150%
(17–21)% increased Spell Damage
(31–43)% increased Chaos Damage
(7–13)% increased Cast Speed
+1 to Level of all Chaos Spell Skill Gems
Chaos Skills inflict up to 15 Withered Debuffs on Hit for (5–7) seconds
Cannot Inflict Wither on targets that are not on Full Life
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
(150–200)% increased Amount Recovered
(40–60)% less Duration
(200–300)% increased Charges per use
Removes (10–15)% of Life when Used
Starts Energy Shield Recharge when Used
Energy Shield Recharge is not delayed by Damage during Effect
(20–24)% increased Elemental Damage with Attack Skills
Trigger a Socketed Spell when a Hit from this
Weapon Freezes a Target, with a 0.25 second Cooldown
Adds (164–204) to (250–300) Cold Damage
Adds (163–199) to (241–293) Chaos Damage
(20–30)% increased Attack Speed
Your Chaos Damage can Freeze
Battlemage
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Gain Added Spell Damage equal to the Damage of your Main Hand Weapon)
Adds (3–4) to (10–14) Physical Damage to Attacks
+(25–40) to Strength and Dexterity
Adds (8–12) to (18–24) Physical Damage to Attacks
(10–20)% chance to Impale Enemies on Hit with Attacks
(25–40)% reduced Impale Duration
(45–60)% chance on Melee Hit for the Strongest Impale on target to last for 1 additional 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)
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3.27Keepers