Leather Belt
Belt
Requires Level 8
+(25–40) to maximum Life
Leather Belt Belt3 /9
NameShow Full Descriptions
CostiLvl 1: Normal: 2xScroll of Wisdom · Magic: 1xOrb of Transmutation · Rare: 3xOrb of Alchemy · Unique: 8xChaos Orb
DropLevel 10
BaseType Leather Belt
Class Belts
FlagsCanHaveInfluence, CanBeCorrupted, CanBeSuperCorrupted, CanHaveIncubators, CanHaveAspects, CanAddVeiledMods, CanBeSkinnTransferred, CanScourge
TypeMetadata/Items/Belts/Belt3
Tagsbelt
IconArt/2DItems/Belts/Belt3
ReferenceCommunity Wiki
+(25–40) to maximum Life
FamilyIncreasedLife
DomainsItem (1)
GenerationTypeUnique (3)
Req. level10 (Effective: 8)
Stats
  • base maximum life Min: 25 Max: 40 Global
  • Craft Tagsresource life
    Unique /11 ⍟
    +(25–40) to maximum Life
    +(40–55) to Strength
    +(40–55) to Dexterity
    +(50–60) to maximum Life
    (20–30)% increased Damage with Hits against Rare monsters
    When you Kill a Rare monster, you gain its Modifiers for 60 seconds
    +(25–40) to maximum Life
    +(75–100) to maximum Life
    Regenerate (200–350) Life per second
    Regenerate (8–10) Mana per second
    (-25–-15)% to all Elemental Resistances
    (-50–-40) Physical Damage taken from Attack Hits
    40% increased Armour while not Ignited, Frozen or Shocked
    +(25–40) to maximum Life
    +(20–30) to Strength
    +(20–30) to Intelligence
    +(20–30)% to Cold Resistance
    2% of Physical Attack Damage Leeched as Life
    2% of Physical Attack Damage Leeched as Mana
    (500–1000)% increased total Recovery per second from Life Leech
    (500–1000)% increased total Recovery per second from Mana Leech
    (Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
    (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
    +(25–40) to maximum Life
    (8–12)% increased maximum Life
    Regenerate 2% of Life per second
    Flasks do not apply to you
    Flasks you Use apply to your Raised Zombies and Spectres
    +(25–40) to maximum Life
    (5–15)% increased Attributes
    +(60–80) to maximum Life
    Cannot be Frozen if Dexterity is higher than Intelligence
    Cannot be Ignited if Strength is higher than Dexterity
    Cannot be Shocked if Intelligence is higher than Strength
    1% increased Damage per 5 of your lowest Attribute
    (Attributes are Strength, Dexterity, and Intelligence)
    +(25–40) to maximum Life
    +(60–80) to maximum Life
    You have Culling Strike against Cursed Enemies
    Gain (20–28) Life per Cursed Enemy Hit with Attacks
    Gain (10–14) Mana per Cursed Enemy Hit with Attacks
    Take (100–200) Physical Damage when you use a Movement Skill
    You have no Armour or Maximum Energy Shield
    (Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
    +(25–40) to maximum Life
    +(30–40)% to Cold Resistance
    Chill nearby Enemies when you Focus, causing 30% reduced Action Speed
    Focus has (30–50)% increased Cooldown Recovery Rate
    (50–70)% increased Damage with Hits and Ailments against Chilled Enemies
    grant focus skill [1]
    veiled mod seed [1,30000]
    veiled mod type [2]
    (Chill reduces Enemy Action Speed for 2 seconds)
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    +(25–40) to maximum Life
    +(15–20) to all Attributes
    +(50–70) to maximum Life
    You can have an Offering of each type
    Offering Skills have 50% reduced Duration
    (Attributes are Strength, Dexterity, and Intelligence)
    +(25–40) to maximum Life
    Adds (5–7) to (11–12) Physical Damage to Attacks
    (20–30)% increased Stun Duration on Enemies
    Nearby Enemies are Crushed while you have at least 25 Rage
    (4–6)% increased Physical Damage per 10 Rage
    +20 to Maximum Rage
    (Crushed lowers Physical Damage Reduction by 15%)
    +(25–40) to maximum Life
    +(40–55) to Strength
    +(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
    +(25–40) to maximum Life
    +(30–40) to Dexterity
    +(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)
    Alternate Artwork /1 ⍟
    IconFeature
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