Melee Tags /87 ⍟
Skill Gem /26
Skill Gem Quality /2
Item | Stats |
---|---|
Frost Blades | +(0–1) metre to Melee Strike Range |
Ancestral Protector | +(0–0.4) metres to Melee Strike Range |
Support Gem Quality /6
Item | Stats |
---|---|
Melee Physical Damage Support | Supported Skills deal (0–10)% increased Melee Physical Damage |
Multistrike Support | Supported Skills deal (0–10)% increased Melee Damage |
Bloodlust Support | Supported Skills deal (0–10)% increased Melee Damage against Bleeding Enemies |
Shockwave Support | Supported Skills deal (0–10)% increased Melee Damage |
Awakened Melee Physical Damage Support | Supported Skills deal (0–10)% increased Melee Physical Damage |
Awakened Multistrike Support | Supported Skills deal (0–10)% increased Melee Damage |
Item mods /69
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Combatant's | 8 | Prefix | +1 to Level of Socketed Melee Gems attack gem | bow 0 wand 0 focus 0 shield 1000 weapon 1000 default 0 |
Weaponmaster's | 63 | Prefix | +2 to Level of Socketed Melee Gems attack gem | bow 0 wand 0 focus 0 shield 1000 weapon 1000 default 0 |
Thorny | 1 | Prefix | Reflects (1–4) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 belt 1000 helmet 1000 default 0 |
Spiny | 10 | Prefix | Reflects (5–10) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 belt 1000 helmet 1000 default 0 |
Barbed | 20 | Prefix | Reflects (11–24) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 default 0 |
Jagged | 35 | Prefix | Reflects (25–50) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 default 0 |
1 | Corrupted | Melee Hits have (10–15)% chance to Fortify attack | sceptre 0 wand 0 dagger 0 claw 0 rapier 0 one_hand_weapon 1000 default 0 | |
of the Elder | 80 | Suffix | (13–16)% increased Melee Damage +0.2 metres to Melee Strike Range damage attack | gloves_elder 800 default 0 |
The Elder's | 68 | Prefix | Melee Hits which Stun have (8–12)% chance to Fortify | belt_elder 800 default 0 |
of the Elder | 68 | Suffix | (20–25)% increased Melee Damage during any Flask Effect damage attack | belt_elder 800 default 0 |
of the Elder | 75 | Suffix | (26–30)% increased Melee Damage during any Flask Effect damage attack | belt_elder 800 default 0 |
of the Elder | 80 | Suffix | (31–35)% increased Melee Damage during any Flask Effect damage attack | belt_elder 800 default 0 |
The Elder's | 68 | Prefix | Socketed Gems are Supported by Level 10 Endurance Charge on Melee Stun gem | grants_2h_support 0 2h_sword_elder 400 2h_axe_elder 400 2h_mace_elder 400 staff_elder 400 warstaff_elder 400 default 0 |
The Elder's | 68 | Prefix | Socketed Gems are Supported by Level 16 Melee Physical Damage (101–115)% increased Physical Damage damage physical attack gem | sword_elder 400 axe_elder 400 mace_elder 400 claw_elder 400 sceptre_elder 400 dagger_elder 400 rune_dagger_elder 400 default 0 |
The Elder's | 75 | Prefix | Socketed Gems are Supported by Level 18 Melee Physical Damage (116–126)% increased Physical Damage damage physical attack gem | sword_elder 200 axe_elder 200 mace_elder 200 claw_elder 200 sceptre_elder 200 dagger_elder 200 rune_dagger_elder 200 default 0 |
The Elder's | 80 | Prefix | Socketed Gems are Supported by Level 20 Melee Physical Damage (127–134)% increased Physical Damage damage physical attack gem | sword_elder 100 axe_elder 100 mace_elder 100 claw_elder 100 sceptre_elder 100 dagger_elder 100 rune_dagger_elder 100 default 0 |
of Shaping | 68 | Suffix | Socketed Gems are supported by Level 16 Melee Splash (23–27)% increased Area Damage gem | sword_shaper 1000 axe_shaper 1000 mace_shaper 1000 claw_shaper 1000 sceptre_shaper 1000 dagger_shaper 1000 rune_dagger_shaper 1000 default 0 |
of Shaping | 75 | Suffix | Socketed Gems are supported by Level 18 Melee Splash (28–32)% increased Area Damage gem | sword_shaper 1000 axe_shaper 1000 mace_shaper 1000 claw_shaper 1000 sceptre_shaper 1000 dagger_shaper 1000 rune_dagger_shaper 1000 default 0 |
of Shaping | 80 | Suffix | Socketed Gems are supported by Level 20 Melee Splash (33–37)% increased Area Damage gem | sword_shaper 1000 axe_shaper 1000 mace_shaper 1000 claw_shaper 1000 sceptre_shaper 1000 dagger_shaper 1000 rune_dagger_shaper 1000 default 0 |
The Shaper's | 68 | Prefix | Socketed Gems are Supported by Level 18 Cast On Melee Kill gem | grants_2h_support 0 2h_mace_shaper 250 2h_axe_shaper 250 2h_sword_shaper 250 staff_shaper 250 warstaff_shaper 250 default 0 |
The Shaper's | 75 | Prefix | Socketed Gems are Supported by Level 20 Cast On Melee Kill gem | grants_2h_support 0 2h_mace_shaper 250 2h_axe_shaper 250 2h_sword_shaper 250 staff_shaper 250 warstaff_shaper 250 default 0 |
of Shaping | 68 | Suffix | Melee Hits which Stun have (10–20)% chance to Fortify attack | mace_shaper 1000 default 0 |
of the Elder | 68 | Suffix | +(0.1–0.2) metres to Melee Strike Range if you have Killed Recently attack | 2h_sword_elder 1000 default 0 |
of Shaping | 68 | Suffix | Hits with Melee Movement Skills have (30–50)% chance to Fortify attack | 2h_sword_shaper 1000 default 0 |
Warlord's | 68 | Prefix | (18–22)% increased Melee Damage damage attack | gloves_adjudicator 500 default 0 |
Warlord's | 70 | Prefix | (23–26)% increased Melee Damage damage attack | gloves_adjudicator 500 default 0 |
Warlord's | 73 | Prefix | (27–30)% increased Melee Damage damage attack | gloves_adjudicator 500 default 0 |
of the Conquest | 82 | Suffix | +0.2 metres to Melee Strike Range attack | gloves_adjudicator 500 default 0 |
Crusader's | 68 | Prefix | Melee Hits which Stun have (8–12)% chance to Fortify | belt_crusader 250 default 0 |
of the Conquest | 68 | Suffix | (20–25)% increased Melee Damage during any Flask Effect damage attack | belt_adjudicator 500 default 0 |
of the Conquest | 75 | Suffix | (26–30)% increased Melee Damage during any Flask Effect damage attack | belt_adjudicator 500 default 0 |
of the Conquest | 80 | Suffix | (31–35)% increased Melee Damage during any Flask Effect damage attack | belt_adjudicator 500 default 0 |
Warlord's | 68 | Prefix | (15–17)% increased Melee Damage damage attack | ring_adjudicator 500 default 0 |
Warlord's | 75 | Prefix | (18–21)% increased Melee Damage damage attack | ring_adjudicator 500 default 0 |
Warlord's | 80 | Prefix | (22–25)% increased Melee Damage damage attack | ring_adjudicator 500 default 0 |
of the Conquest | 68 | Suffix | +0.2 metres to Melee Strike Range if you have Killed Recently attack | sword_adjudicator 500 2h_sword_adjudicator 500 default 0 |
of the Conquest | 73 | Suffix | +0.3 metres to Melee Strike Range if you have Killed Recently attack | sword_adjudicator 500 2h_sword_adjudicator 500 default 0 |
1 | ScourgeUpside | Reflects (20–40) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 belt 1000 helmet 1000 default 0 | |
45 | ScourgeUpside | Reflects (41–60) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 belt 1000 helmet 1000 default 0 | |
68 | ScourgeUpside | Reflects (61–80) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 belt 1000 helmet 1000 default 0 | |
68 | ScourgeUpside | Reflects (81–100) Physical Damage to Melee Attackers damage physical | body_armour 1000 shield 1000 belt 1000 helmet 1000 default 0 | |
68 | ScourgeUpside | +1 to Level of Socketed Melee Gems attack gem | body_armour 25 default 0 | |
75 | BlueImplicit | Melee Hits have (6–7)% chance to Fortify attack | no_tier_6_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | Melee Hits have (8–9)% chance to Fortify attack | no_tier_5_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | Melee Hits have (10–11)% chance to Fortify attack | no_tier_4_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | Melee Hits have (12–13)% chance to Fortify attack | no_tier_3_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | Melee Hits have (14–15)% chance to Fortify attack | no_tier_2_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | Melee Hits have (16–17)% chance to Fortify attack | no_tier_1_eldritch_implicit 0 body_armour 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Melee Hits have (14–15)% chance to Fortify attack | no_tier_5_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Melee Hits have (16–17)% chance to Fortify attack | no_tier_4_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Melee Hits have (18–19)% chance to Fortify attack | no_tier_3_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Melee Hits have (20–21)% chance to Fortify attack | no_tier_2_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Melee Hits have (22–23)% chance to Fortify attack | no_tier_1_eldritch_implicit 0 body_armour 250 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Melee Hits have (22–23)% chance to Fortify attack | no_tier_4_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Melee Hits have (24–25)% chance to Fortify attack | no_tier_3_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Melee Hits have (26–27)% chance to Fortify attack | no_tier_2_eldritch_implicit 0 body_armour 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Melee Hits have (28–29)% chance to Fortify attack | no_tier_1_eldritch_implicit 0 body_armour 100 default 0 | |
10 | WeaponTree | +2 to Level of Socketed Melee Gems | two_hand_weapon 0 mace 1000 sword 1000 sceptre 1000 axe 1000 dagger 1000 claw 1000 default 0 | |
10 | WeaponTree | +1 to Level of Socketed Melee Gems | one_hand_weapon 0 staff 1000 mace 1000 axe 1000 sword 1000 default 0 | |
15 | WeaponTree | 15% reduced Enemy Stun Threshold with this Weapon 20% chance to gain an Endurance Charge when you Stun an Enemy with a Melee Hit | ranged 0 weapon 750 default 0 | |
74 | WeaponTree | 25% reduced Enemy Stun Threshold with this Weapon 20% chance to gain an Endurance Charge when you Stun an Enemy with a Melee Hit | ranged 0 weapon 750 default 0 | |
32 | WeaponTree | 30% reduced Fortification Duration Melee Hits which Stun have 15% chance to Fortify | ranged 0 one_hand_weapon 300 default 0 | |
78 | WeaponTree | 30% reduced Fortification Duration Melee Hits which Stun have 20% chance to Fortify | ranged 0 one_hand_weapon 300 default 0 | |
32 | WeaponTree | 30% reduced Fortification Duration Melee Hits which Stun have 30% chance to Fortify | ranged 0 two_hand_weapon 300 default 0 | |
78 | WeaponTree | 30% reduced Fortification Duration Melee Hits which Stun have 40% chance to Fortify | ranged 0 two_hand_weapon 300 default 0 | |
38 | WeaponTree | Socketed Gems are supported by Level 10 Melee Splash | ranged 0 one_hand_weapon 100 shield 100 default 0 | |
38 | WeaponTree | Socketed Gems are supported by Level 10 Melee Splash | ranged 0 two_hand_weapon 100 default 0 | |
38 | WeaponTree | Socketed Gems are supported by Level 10 Melee Splash | ranged 0 one_hand_weapon 25 shield 25 default 0 | |
38 | WeaponTree | Socketed Gems are supported by Level 10 Melee Splash | ranged 0 two_hand_weapon 25 default 0 |
Enchantment Modifier /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Enchantment Ancestor Warchief Melee Damage 1 | 66 | Enchantment | Ancestral Warchief Totem grants 20% increased Melee Damage while Active damage attack | helmet 100 default 0 |
Enchantment Ancestor Warchief Melee Damage 2 | 75 | Enchantment | Ancestral Warchief Totem grants 30% increased Melee Damage while Active damage attack | helmet 100 default 0 |
Monsters mods /6
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | Melee Strike Skills deal Splash Damage to surrounding targets attack | ||
1 | Unique | Reflects (10–20) to Cold Damage to Melee Attackers damage elemental cold | ||
1 | Unique | 10% increased Damage taken from Melee Attacks attack | ||
1 | Unique | 20% increased Damage taken from Melee Attacks attack | ||
1 | Unique | Melee Attacks Poison on Hit poison chaos attack ailment | ||
1 | Unique | Melee Hits have 50% chance to Fortify attack |
Abyss Jewel mods /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Unholy Might | 60 | Suffix | (2–3)% chance to Gain Unholy Might for 4 seconds on Melee Kill | abyss_jewel_melee 1000 default 0 |
of Unholy Might | 84 | Suffix | (4–5)% chance to Gain Unholy Might for 4 seconds on Melee Kill | abyss_jewel_melee 500 default 0 |
Heist Equipment mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | (11–15)% increased Melee Damage damage attack | ||
1 | Unique | (16–20)% increased Melee Damage damage attack | ||
1 | Unique | (21–25)% increased Melee Damage damage attack | ||
1 | Unique | (26–30)% increased Melee Damage damage attack | ||
Robber's | 1 | Prefix | (21–25)% increased Melee Damage damage attack | heist_equipment_melee 1000 default 0 |
Ruffian's | 45 | Prefix | (26–30)% increased Melee Damage damage attack | heist_equipment_melee 800 default 0 |
Thug's | 75 | Prefix | (31–35)% increased Melee Damage damage attack | heist_equipment_melee 600 default 0 |
Enforcer's | 81 | Prefix | (36–40)% increased Melee Damage damage attack | heist_equipment_melee 400 default 0 |
Veiled mods /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Chosen | 60 | Prefix | (17–20)% increased Melee Damage +0.2 metres to Melee Strike Range damage attack | amulet 750 default 0 |
Chosen | 60 | Prefix | +2 to Level of Socketed Melee Gems +0.2 metres to Melee Strike Range attack attack gem | helmet 1500 gloves 1500 default 0 |
Crafting Bench /4
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
+1 to Level of Socketed Melee Gems +0.2 metres to Melee Strike Range | 4x Chaos Orb | Helmet · Gloves | Betrayal Unveil |
(9–10)% increased Melee Damage +0.1 metres to Melee Strike Range | 3x Orb of Alchemy | Amulet | Betrayal Unveil |
(11–13)% increased Melee Damage +0.1 metres to Melee Strike Range | 3x Chaos Orb | Amulet | Betrayal Unveil |
(14–16)% increased Melee Damage +0.1 metres to Melee Strike Range | 1x Exalted Orb | Amulet | Betrayal Unveil |
Misc mods /39
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | (7–10)% more Melee Physical Damage during effect damage physical attack | ||
1 | Flask | Unique | Adds Knockback to Melee Attacks during Effect attack | ||
Agile | 1 | SanctumRelic | Prefix | (5–6)% increased chance to Avoid Resolve Loss from Enemy Melee Hits | medium_sanctum_relic 30 default 0 |
Fleet | 77 | SanctumRelic | Prefix | (7–8)% increased chance to Avoid Resolve Loss from Enemy Melee Hits | medium_sanctum_relic 30 default 0 |
Blurred | 84 | SanctumRelic | Prefix | (9–10)% increased chance to Avoid Resolve Loss from Enemy Melee Hits | medium_sanctum_relic 15 default 0 |
1 | Jewel | Unique | +0.2 metres to Melee Strike Range attack | ||
Brawling | 1 | Jewel | Prefix | (14–16)% increased Melee Physical Damage with Unarmed Attacks damage physical attack | not_int 0 default 0 |
of Combat | 1 | Jewel | Suffix | (10–12)% increased Melee Damage damage attack | bow 0 wand 0 not_int 500 default 0 |
Bandit's | 1 | Jewel | Prefix | (4–6)% increased Attack Speed with One Handed Melee Weapons attack speed | two_handed_mod 0 wand 0 not_int 500 default 0 |
Warrior's | 1 | Jewel | Prefix | (4–6)% increased Attack Speed with Two Handed Melee Weapons attack speed | one_handed_mod 0 dual_wielding_mod 0 shield_mod 0 bow 0 not_int 500 default 0 |
Furious | 1 | Jewel | Prefix | (6–8)% increased Unarmed Attack Speed with Melee Skills attack speed | not_int 0 default 0 |
Harming | 1 | Jewel | Prefix | (14–18)% increased Critical Strike Chance with One Handed Melee Weapons attack critical | wand 0 two_handed_mod 0 not_int 250 default 0 |
Sundering | 1 | Jewel | Prefix | (14–18)% increased Critical Strike Chance with Two Handed Melee Weapons attack critical | bow 0 one_handed_mod 0 shield_mod 0 dual_wielding_mod 0 not_int 250 default 0 |
of Weight | 1 | Jewel | Suffix | (10–14)% increased Melee Critical Strike Chance attack critical | bow 0 wand 0 not_int 250 default 0 |
Piercing | 1 | Jewel | Prefix | +(15–18)% to Critical Strike Multiplier with One Handed Melee Weapons damage attack critical | wand 0 two_handed_mod 0 not_int 250 default 0 |
Rupturing | 1 | Jewel | Prefix | +(15–18)% to Critical Strike Multiplier with Two Handed Melee Weapons damage attack critical | bow 0 one_handed_mod 0 shield_mod 0 dual_wielding_mod 0 not_int 250 default 0 |
of Demolishing | 1 | Jewel | Suffix | +(12–15)% to Melee Critical Strike Multiplier damage attack critical | bow 0 wand 0 not_int 250 default 0 |
1 | Jewel | Unique | +(0.3–0.4) metres to Melee Strike Range while Unarmed attack | ||
1 | Jewel | Unique | Melee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | Melee Hits have 10% chance to Fortify attack | ||
1 | Jewel | Unique | 5% chance to Gain Unholy Might for 4 seconds on Melee Kill attack | ||
1 | Jewel | Unique | 1% increased Evasion Rating per 3 Dexterity Allocated in Radius 1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius 1% increased Melee Physical Damage with Unarmed Attacks per 3 Dexterity Allocated in Radius local jewel effect base radius [1500] defences damage physical attack | ||
1 | Jewel | Unique | Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus local jewel effect base radius [1200] damage physical attack | ||
1 | Jewel | Unique | With at least 40 Dexterity in Radius, Melee Damage dealt by Frost Blades Penetrates 15% Cold Resistance With at least 40 Dexterity in Radius, Frost Blades has 25% increased Projectile Speed local jewel effect base radius [1200] damage elemental cold attack speed | ||
1 | Jewel | Unique | While your Passive Skill Tree connects to the Marauder's starting location, you gain: Melee Skills have 25% increased Area of Effect attack | ||
1 | Jewel | Unique | While your Passive Skill Tree connects to the Duelist's starting location, you gain: +2 to Melee Strike Range attack | ||
of Fortification | 82 | SanctumSpecial | Suffix | Melee Hits have (10–15)% chance to Fortify attack | str_special_relic 200 default 50 |
Warrior's | 1 | CrucibleMap | Prefix | Unique Crucible Monsters have 25% chance to drop a Unique Melee Weapon | crucible_map_low 600 default 0 |
Warrior's | 1 | CrucibleMap | Prefix | Unique Crucible Monsters have 50% chance to drop a Unique Melee Weapon | crucible_map_high 600 default 0 |
Swordsmith's | 1 | CrucibleMap | Prefix | Rare and Unique Crucible Monsters have 40% chance to drop a Melee Weapon with a Crucible Passive Skill Tree | crucible_map_low 2000 default 0 |
Swordsmith's | 1 | CrucibleMap | Prefix | Rare and Unique Crucible Monsters have 60% chance to drop a Melee Weapon with a Crucible Passive Skill Tree | crucible_map_high 2000 default 0 |
of Reach | 1 | Tincture | Suffix | +(0.1–0.2) metres to Melee Strike Range | tincture 1000 default 0 |
of Skies | 1 | Tincture | Suffix | +(0.3–0.4) metres to Melee Strike Range | tincture 1000 default 0 |
of Worlds | 60 | Tincture | Suffix | +(0.5–0.6) metres to Melee Strike Range | tincture 500 default 0 |
Rippling | 70 | Tincture | Prefix | Melee Strike Skills deal Splash Damage to surrounding targets, with (35–50)% reduced Area of Effect | tincture 100 default 0 |
Echoing | 70 | Tincture | Prefix | Melee Strike Skills deal Splash Damage to surrounding targets, with (20–34)% reduced Area of Effect | tincture 100 default 0 |
Resonating | 81 | Tincture | Prefix | Melee Strike Skills deal Splash Damage to surrounding targets, with (0–19)% reduced Area of Effect | tincture 50 default 0 |
of the Champion | 45 | Charm | Suffix | Melee Hits have (5–10)% chance to Fortify | dex_animal_charm 250 str_animal_charm 250 default 0 |
of the Champion | 72 | Charm | Suffix | Melee Hits have (11–20)% chance to Fortify | dex_animal_charm 125 str_animal_charm 125 default 0 |
Essence /7
Item /8
Flare Mace
Physical Damage: 20-41
Critical Strike Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.1 metres
Requires Level 30, 101 Str
Trigger Level 10 Fiery Impact on Melee Hit with this Weapon
local use skill on melee hit % [100]
local use skill on melee hit % [100]
Crack Mace
Physical Damage: 31-64
Critical Strike Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.1 metres
Requires Level 50, 161 Str
Trigger Level 15 Fiery Impact on Melee Hit with this Weapon
local use skill on melee hit % [100]
local use skill on melee hit % [100]
Boom Mace
Physical Damage: 39-81
Critical Strike Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.1 metres
Requires Level 70, 218 Str
Trigger Level 20 Fiery Impact on Melee Hit with this Weapon
local use skill on melee hit % [100]
local use skill on melee hit % [100]
Spiked Gloves
Armour: 220–253
Requires Level 70, 95 Str
(16–20)% increased Melee Damage
Rough Sharpening Stone
Requires Level 2 in Any Job
(11–15)% increased Melee Damage
Standard Sharpening Stone
Requires Level 3 in Any Job
(16–20)% increased Melee Damage
Fine Sharpening Stone
Requires Level 4 in Any Job
(21–25)% increased Melee Damage
Obsidian Sharpening Stone
Requires Level 5 in Any Job
(26–30)% increased Melee Damage
Unique /77
+(16–24) to Strength and Dexterity
50% reduced maximum Energy Shield
+(30–40)% to Fire Resistance
+(30–40)% to Cold Resistance
10% increased Movement Speed when on Full Life
+0.2 metres to Melee Strike Range
60% increased Melee Damage when on Full Life
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+(30–40)% to Fire Resistance
+(30–40)% to Cold Resistance
10% increased Movement Speed when on Full Life
+0.2 metres to Melee Strike Range
60% increased Melee Damage when on Full Life
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+(30–60) to maximum Life
(-15–-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
(-15–-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
+(50–75)% to Fire Resistance
(40–75)% increased Ignite Duration on Enemies
Reflects 100 Fire Damage to Melee Attackers
40% of Physical Damage taken as Fire Damage
(40–75)% increased Ignite Duration on Enemies
Reflects 100 Fire Damage to Melee Attackers
40% of Physical Damage taken as Fire Damage
(120–140)% increased Armour and Energy Shield
30% of Physical Damage Converted to Chaos Damage
Reflects 30 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [15000]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
30% of Physical Damage Converted to Chaos Damage
Reflects 30 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [15000]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
(3–10)% increased Spell Damage
(100–150)% increased Energy Shield
10% faster start of Energy Shield Recharge
+(30–40)% to Lightning Resistance
Reflects 1 to 250 Lightning Damage to Melee Attackers
Chaos Damage taken does not bypass Energy Shield
10% faster start of Energy Shield Recharge
+(30–40)% to Lightning Resistance
Reflects 1 to 250 Lightning Damage to Melee Attackers
Chaos Damage taken does not bypass Energy Shield
Melee Strike Skills deal Splash Damage to surrounding targets
+50 to Strength
(150–200)% increased Armour
100% increased Knockback Distance
Melee Hits with Strike Skills always Knockback
+50 to Strength
(150–200)% increased Armour
100% increased Knockback Distance
Melee Hits with Strike Skills always Knockback
+30% to Global Critical Strike Multiplier
10% reduced Enemy Stun Threshold
(600–800)% more Physical Damage with Unarmed Melee Attacks
Extra gore
(The Stun Threshold determines how much Damage can Stun something)
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
10% reduced Enemy Stun Threshold
(600–800)% more Physical Damage with Unarmed Melee Attacks
Extra gore
(The Stun Threshold determines how much Damage can Stun something)
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
+(20–30) to Strength
+(40–50) to Evasion Rating
+(20–30)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
+(40–50) to Evasion Rating
+(20–30)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
+(20–25) to all Attributes
Adds 40 to 60 Physical Damage to Attacks
+(100–125)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Physical Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
Adds 40 to 60 Physical Damage to Attacks
+(100–125)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Physical Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
Socketed Gems are Supported by Level 30 Melee Physical Damage
Socketed Gems are Supported by Level 30 Faster Attacks
Socketed Gems are supported by Level 30 Blind
6% Chance to Block Attack Damage
Adds 20 to 30 Physical Damage to Attacks
(200–300)% increased Armour and Evasion
+(200–300) to maximum Life
20% chance to gain an Endurance Charge when you Block
Can't use Chest armour
Extra gore
Socketed Gems are Supported by Level 30 Faster Attacks
Socketed Gems are supported by Level 30 Blind
6% Chance to Block Attack Damage
Adds 20 to 30 Physical Damage to Attacks
(200–300)% increased Armour and Evasion
+(200–300) to maximum Life
20% chance to gain an Endurance Charge when you Block
Can't use Chest armour
Extra gore
+(150–225) to maximum Energy Shield
Reflects 5 Physical Damage to Melee Attackers
+25 Physical Damage taken from Attack Hits
Pain Attunement
(You are on Low Life if you have 50% of your Maximum Life or less)
(30% more Spell Damage when on Low Life)
Reflects 5 Physical Damage to Melee Attackers
+25 Physical Damage taken from Attack Hits
Pain Attunement
(You are on Low Life if you have 50% of your Maximum Life or less)
(30% more Spell Damage when on Low Life)
+(30–50) to Evasion Rating
10% increased Rarity of Items found
+(30–40)% to all Elemental Resistances
Reflects 4 Physical Damage to Melee Attackers
10% increased Rarity of Items found
+(30–40)% to all Elemental Resistances
Reflects 4 Physical Damage to Melee Attackers
6% increased Movement Speed
(60–100)% increased Evasion Rating
+5% to maximum Cold Resistance
+50% to Cold Resistance
Gain (10–15)% of Physical Damage as Extra Cold Damage
Reflects (25–50) Cold Damage to Melee Attackers
+5% Chance to Block
(Maximum Resistances cannot be raised above 90%)
+5% to maximum Cold Resistance
+50% to Cold Resistance
Gain (10–15)% of Physical Damage as Extra Cold Damage
Reflects (25–50) Cold Damage to Melee Attackers
+5% Chance to Block
(Maximum Resistances cannot be raised above 90%)
(140–180)% increased Physical Damage
Adds 30 to 40 Physical Damage
(20–25)% increased Attack Speed
+(20–25)% to Cold Resistance
Insufficient Mana doesn't prevent your Melee Attacks
Your Physical Damage can Chill
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
Adds 30 to 40 Physical Damage
(20–25)% increased Attack Speed
+(20–25)% to Cold Resistance
Insufficient Mana doesn't prevent your Melee Attacks
Your Physical Damage can Chill
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
+25% to Global Critical Strike Multiplier
+1 to Level of Socketed Melee Gems
Uses both hand slots
(250–300)% increased Physical Damage
Adds 3 to 7 Fire Damage
20% increased Attack Speed
30% increased Global Critical Strike Chance
+(20–40) to Evasion Rating
20% reduced Rarity of Items found
30% increased Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
Uses both hand slots
(250–300)% increased Physical Damage
Adds 3 to 7 Fire Damage
20% increased Attack Speed
30% increased Global Critical Strike Chance
+(20–40) to Evasion Rating
20% reduced Rarity of Items found
30% increased Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
40% increased Global Accuracy Rating
+8% Chance to Block Attack Damage while Dual Wielding
Adds (60–70) to (71–80) Physical Damage
25% increased Global Physical Damage with Weapons per Red Socket
12% increased Global Attack Speed per Green Socket
0.4% of Physical Attack Damage Leeched as Mana per Blue Socket
+0.2 metres to Melee Strike Range per White Socket
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Adds (60–70) to (71–80) Physical Damage
25% increased Global Physical Damage with Weapons per Red Socket
12% increased Global Attack Speed per Green Socket
0.4% of Physical Attack Damage Leeched as Mana per Blue Socket
+0.2 metres to Melee Strike Range per White Socket
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
25% chance to Maim on Hit
+30% to Quality of Socketed Support Gems
Adds (310–330) to (370–390) Physical Damage
(12–16)% increased Attack Speed
25% chance to cause Bleeding on Hit
+1 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
Adds (310–330) to (370–390) Physical Damage
(12–16)% increased Attack Speed
25% chance to cause Bleeding on Hit
+1 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
+1 to Level of Socketed Strength Gems
Trigger Level 1 Gore Shockwave on Melee Hit if you have at least 150 Strength
+(15–30) to Strength
(80–100)% increased Physical Damage
Adds 5 to 10 Physical Damage
Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Trigger Level 1 Gore Shockwave on Melee Hit if you have at least 150 Strength
+(15–30) to Strength
(80–100)% increased Physical Damage
Adds 5 to 10 Physical Damage
Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Socketed Gems are Supported by Level 20 Increased Area of Effect
+10 to Strength
(120–160)% increased Physical Damage
Gain 10 Mana per Enemy Killed
+(120–150) to Accuracy Rating
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+10 to Strength
(120–160)% increased Physical Damage
Gain 10 Mana per Enemy Killed
+(120–150) to Accuracy Rating
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
30% increased Stun Duration on Enemies
+1 to Level of Socketed Melee Gems
+1 to Level of Socketed Minion Gems
20% reduced Strength Requirement
(200–220)% increased Physical Damage
25% increased maximum Mana
Minions have (20–40)% increased maximum Life
15% increased Skill Effect Duration
+1 to Level of Socketed Minion Gems
20% reduced Strength Requirement
(200–220)% increased Physical Damage
25% increased maximum Mana
Minions have (20–40)% increased maximum Life
15% increased Skill Effect Duration
+20% Chance to Block Spell Damage while wielding a Staff
+6% Chance to Block Attack Damage while wielding a Staff
Adds (135–145) to (160–175) Physical Damage
(12–16)% increased Attack Speed
(10–20)% increased Critical Strike Chance
+1 to Maximum Power Charges
10% chance to gain a Power Charge if you Knock an Enemy Back with Melee Damage
(Warstaves are considered Staves)
Adds (135–145) to (160–175) Physical Damage
(12–16)% increased Attack Speed
(10–20)% increased Critical Strike Chance
+1 to Maximum Power Charges
10% chance to gain a Power Charge if you Knock an Enemy Back with Melee Damage
(Warstaves are considered Staves)
10% Chance to Block Spell Damage
+(20–30) to Intelligence
(4–8)% increased Quantity of Items found
+5% Chance to Block
Curse Enemies with Punishment when you Block their Melee Damage, ignoring Curse Limit
Curse Enemies with Temporal Chains when you Block their Projectile Attack Damage, ignoring Curse Limit
Curse Enemies with Elemental Weakness when you Block their Spell Damage, ignoring Curse Limit
(Punishment is a Hex which increases Damage taken by 30% while the target is on low life and causes them to be Debilitated for 2 seconds when they Hit. It lasts 8 seconds)
(Temporal Chains is a Hex which reduces Action Speed by 15%, or 9% on Rare or Unique targets, and makes other effects on the target expire 40% slower. It has 50% less effect on Players and lasts 5 seconds)
(Elemental Weakness is a Hex which inficts -15% to all Elemental Resistances. It lasts 8 seconds)
+(20–30) to Intelligence
(4–8)% increased Quantity of Items found
+5% Chance to Block
Curse Enemies with Punishment when you Block their Melee Damage, ignoring Curse Limit
Curse Enemies with Temporal Chains when you Block their Projectile Attack Damage, ignoring Curse Limit
Curse Enemies with Elemental Weakness when you Block their Spell Damage, ignoring Curse Limit
(Punishment is a Hex which increases Damage taken by 30% while the target is on low life and causes them to be Debilitated for 2 seconds when they Hit. It lasts 8 seconds)
(Temporal Chains is a Hex which reduces Action Speed by 15%, or 9% on Rare or Unique targets, and makes other effects on the target expire 40% slower. It has 50% less effect on Players and lasts 5 seconds)
(Elemental Weakness is a Hex which inficts -15% to all Elemental Resistances. It lasts 8 seconds)
+50 to Strength and Dexterity
Socketed Melee Gems have 15% increased Area of Effect
(30–50)% increased Physical Damage
Adds (65–75) to (100–110) Physical Damage
(6–12)% increased Attack Speed
Attack Skills gain 5% of Physical Damage as Extra Fire Damage per Socketed Red Gem
You have Vaal Pact while all Socketed Gems are Red
(Total Recovery from Life Leech is doubled, Maximum total Life Recovery per second from Leech is doubled, You have no Life Regeneration)
(30–50)% increased Physical Damage
Adds (65–75) to (100–110) Physical Damage
(6–12)% increased Attack Speed
Attack Skills gain 5% of Physical Damage as Extra Fire Damage per Socketed Red Gem
You have Vaal Pact while all Socketed Gems are Red
(Total Recovery from Life Leech is doubled, Maximum total Life Recovery per second from Leech is doubled, You have no Life Regeneration)
+18% Chance to Block Attack Damage while wielding a Staff
16% Chance to Block Attack Damage
Adds 2 to 4 Physical Damage
15% increased Area of Effect
Reflects 8 to 14 Physical Damage to Attackers on Block
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Adds 2 to 4 Physical Damage
15% increased Area of Effect
Reflects 8 to 14 Physical Damage to Attackers on Block
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Melee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers
+(0.3–0.4) metres to Melee Strike Range while Unarmed
Passive Skills in Radius also grant: 1% increased Unarmed Attack Speed with Melee Skills
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Passive Skills in Radius also grant: 1% increased Unarmed Attack Speed with Melee Skills
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
5% chance to Gain Unholy Might for 4 seconds on Melee Kill
(Unholy Might grants 30% of Physical Damage as extra Chaos Damage)
(Unholy Might grants 30% of Physical Damage as extra Chaos Damage)
10% increased Attack Damage
+0.2 metres to Melee Strike Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+0.2 metres to Melee Strike Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
1% increased Evasion Rating per 3 Dexterity Allocated in Radius
1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius
1% increased Melee Physical Damage with Unarmed Attacks per 3 Dexterity Allocated in Radius
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius
1% increased Melee Physical Damage with Unarmed Attacks per 3 Dexterity Allocated in Radius
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus
Knocks Back Enemies in an Area when you use a Flask
75% chance to cause Enemies to Flee on use
Adds Knockback to Melee Attacks during Effect
(7–10)% more Melee Physical Damage during effect
(Knockback pushes Enemies away when Hit)
75% chance to cause Enemies to Flee on use
Adds Knockback to Melee Attacks during Effect
(7–10)% more Melee Physical Damage during effect
(Knockback pushes Enemies away when Hit)
(300–360)% increased Physical Damage
(7–12)% increased Attack Speed
(30–40)% increased Critical Strike Chance
Nearby Allies have 30% increased Item Rarity
Nearby Allies have Culling Strike
Insufficient Mana doesn't prevent your Melee Attacks
Nearby Allies have +50% to Critical Strike Multiplier
Nearby Allies have +10 Fortification
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification)
(7–12)% increased Attack Speed
(30–40)% increased Critical Strike Chance
Nearby Allies have 30% increased Item Rarity
Nearby Allies have Culling Strike
Insufficient Mana doesn't prevent your Melee Attacks
Nearby Allies have +50% to Critical Strike Multiplier
Nearby Allies have +10 Fortification
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification)
Grants Level 20 Doryani's Touch Skill
+(80–100) to maximum Energy Shield
30% chance to Shock
Adds (150–225) to (525–600) Lightning Damage to Unarmed Melee Hits
Adds (90–135) to (315–360) Lightning Damage to Spells while Unarmed
+(200–250) Energy Shield gained on Killing a Shocked Enemy
30% increased Effect of Lightning Ailments
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
(You are Unarmed as long as you have no Equipped Weapons)
(Lightning Ailments are Shocked and Sapped)
+(80–100) to maximum Energy Shield
30% chance to Shock
Adds (150–225) to (525–600) Lightning Damage to Unarmed Melee Hits
Adds (90–135) to (315–360) Lightning Damage to Spells while Unarmed
+(200–250) Energy Shield gained on Killing a Shocked Enemy
30% increased Effect of Lightning Ailments
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
(You are Unarmed as long as you have no Equipped Weapons)
(Lightning Ailments are Shocked and Sapped)
(150–200)% increased Evasion and Energy Shield
+(60–80) to maximum Life
(0.4–0.8)% of Physical Attack Damage Leeched as Life
Reflects 100 to 150 Physical Damage to Melee Attackers
100% of Damage you Reflect to Enemies when Hit is leeched as Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+(60–80) to maximum Life
(0.4–0.8)% of Physical Attack Damage Leeched as Life
Reflects 100 to 150 Physical Damage to Melee Attackers
100% of Damage you Reflect to Enemies when Hit is leeched as Life
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
+25% to Global Critical Strike Multiplier
+30 to Strength
(140–160)% increased Physical Damage
+30 to maximum Mana
5% increased Movement Speed
30% increased Elemental Damage
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(140–160)% increased Physical Damage
+30 to maximum Mana
5% increased Movement Speed
30% increased Elemental Damage
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+(24–36)% to Global Critical Strike Multiplier
local stat monsters pick up item [1]
local stat monsters pick up item [1]
+7% to Unarmed Melee Attack Critical Strike Chance
Modifiers to Claw Damage also apply to Unarmed Attack Damage with Melee Skills
Modifiers to Claw Attack Speed also apply to Unarmed Attack Speed with Melee Skills
Modifiers to Claw Critical Strike Chance also apply to Unarmed Critical Strike Chance with Melee Skills
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
Modifiers to Claw Damage also apply to Unarmed Attack Damage with Melee Skills
Modifiers to Claw Attack Speed also apply to Unarmed Attack Speed with Melee Skills
Modifiers to Claw Critical Strike Chance also apply to Unarmed Critical Strike Chance with Melee Skills
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
Corrupted
Grants 44 Life per Enemy Hit
Socketed Gems are Supported by Level 12 Fortify
15% Chance to Block Attack Damage
(100–120)% increased Physical Damage
+110 to Evasion Rating
+35 to maximum Energy Shield
+(30–50) to maximum Life
Reflects (71–90) Physical Damage to Melee Attackers
15% Chance to Block Attack Damage
(100–120)% increased Physical Damage
+110 to Evasion Rating
+35 to maximum Energy Shield
+(30–50) to maximum Life
Reflects (71–90) Physical Damage to Melee Attackers
+460 to Accuracy Rating
(80–100)% increased Physical Damage
Adds (30–45) to (80–100) Physical Damage
Grants (2–3) Mana per Enemy Hit
Counts as all One Handed Melee Weapon Types
Adds (30–45) to (80–100) Physical Damage
Grants (2–3) Mana per Enemy Hit
Counts as all One Handed Melee Weapon Types
+20% Chance to Block Attack Damage while wielding a Staff
+15% Chance to Block Attack Damage while wielding a Staff
(60–80)% increased Spell Damage
+(70–100) to maximum Energy Shield
+1 to Level of all Spell Skill Gems
Reflects 1 to 150 Lightning Damage to Melee Attackers
20% chance for Energy Shield Recharge to start when you Block
(Warstaves are considered Staves)
(60–80)% increased Spell Damage
+(70–100) to maximum Energy Shield
+1 to Level of all Spell Skill Gems
Reflects 1 to 150 Lightning Damage to Melee Attackers
20% chance for Energy Shield Recharge to start when you Block
(Warstaves are considered Staves)
60% increased Global Accuracy Rating
(130–160)% increased Physical Damage
(25–30)% increased Attack Speed
5% increased Movement Speed
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Manifested Dancing Dervishes disables both weapon slots
Manifested Dancing Dervishes die when Rampage ends
Melee Hits count as Rampage Kills
Rampage
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
(25–30)% increased Attack Speed
5% increased Movement Speed
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Manifested Dancing Dervishes disables both weapon slots
Manifested Dancing Dervishes die when Rampage ends
Melee Hits count as Rampage Kills
Rampage
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
(8–13)% increased Attack Speed
(120–180)% increased Armour
(3–5)% increased Movement Speed
50% increased Stun Duration on you
4% increased Melee Damage per Endurance Charge
You cannot be Shocked while at maximum Endurance Charges
(120–180)% increased Armour
(3–5)% increased Movement Speed
50% increased Stun Duration on you
4% increased Melee Damage per Endurance Charge
You cannot be Shocked while at maximum Endurance Charges
Adds 2 to 4 Physical Damage to Attacks
+2000 to Armour
+(30–60) to maximum Life
(-15–-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
+2000 to Armour
+(30–60) to maximum Life
(-15–-10) Physical Damage taken from Attack Hits
1000% of Melee Physical Damage taken reflected to Attacker
60% increased Global Accuracy Rating
Socketed Gems are Supported by Level 1 Lifetap
Adds (90–115) to (230–260) Physical Damage
(40–50)% increased Critical Strike Chance
Enemies you Attack Reflect 100 Physical Damage to you
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Adds (90–115) to (230–260) Physical Damage
(40–50)% increased Critical Strike Chance
Enemies you Attack Reflect 100 Physical Damage to you
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+(20–30) to Strength
+(20–30) to Dexterity
20% increased Melee Damage
Adds 10 to 20 Physical Damage to Attacks
+(200–300) to Armour
Cannot Leech when on Low Life
If you've Warcried Recently, you and nearby allies have 20% increased Attack, Cast and Movement Speed
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(You are on Low Life if you have 50% of your Maximum Life or less)
(Recently refers to the past 4 seconds)
+(20–30) to Dexterity
20% increased Melee Damage
Adds 10 to 20 Physical Damage to Attacks
+(200–300) to Armour
Cannot Leech when on Low Life
If you've Warcried Recently, you and nearby allies have 20% increased Attack, Cast and Movement Speed
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(You are on Low Life if you have 50% of your Maximum Life or less)
(Recently refers to the past 4 seconds)
Adds 1 to 4 Physical Damage to Attacks
5% increased Global Physical Damage
Adds (10–15) to (20–25) Chaos Damage to Attacks
+(20–30) to maximum Life
Regenerate (10–15) Life per second
10% chance to Cause Monsters to Flee
Melee Attacks have (30–50)% chance to cause Bleeding
Melee Attacks have (20–40)% chance to Poison on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
Adds (10–15) to (20–25) Chaos Damage to Attacks
+(20–30) to maximum Life
Regenerate (10–15) Life per second
10% chance to Cause Monsters to Flee
Melee Attacks have (30–50)% chance to cause Bleeding
Melee Attacks have (20–40)% chance to Poison on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
+(260–355) to maximum Energy Shield
Reflects 5 Physical Damage to Melee Attackers
+25 Physical Damage taken from Attack Hits
Pain Attunement
(You are on Low Life if you have 50% of your Maximum Life or less)
(30% more Spell Damage when on Low Life)
Reflects 5 Physical Damage to Melee Attackers
+25 Physical Damage taken from Attack Hits
Pain Attunement
(You are on Low Life if you have 50% of your Maximum Life or less)
(30% more Spell Damage when on Low Life)
+(20–30) to Strength
Adds (5–7) to (13–15) Cold Damage to Spells and Attacks
+(40–50) to Evasion Rating
+(20–30)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
Your Cold Damage can Ignite
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Adds (5–7) to (13–15) Cold Damage to Spells and Attacks
+(40–50) to Evasion Rating
+(20–30)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
Your Cold Damage can Ignite
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
6% increased Movement Speed
(60–100)% increased Evasion Rating
+5% to maximum Cold Resistance
+50% to Cold Resistance
Gain (10–15)% of Physical Damage as Extra Cold Damage
Reflects (25–50) Cold Damage to Melee Attackers
+5% Chance to Block
20% of Fire Damage from Hits taken as Cold Damage
(Maximum Resistances cannot be raised above 90%)
+5% to maximum Cold Resistance
+50% to Cold Resistance
Gain (10–15)% of Physical Damage as Extra Cold Damage
Reflects (25–50) Cold Damage to Melee Attackers
+5% Chance to Block
20% of Fire Damage from Hits taken as Cold Damage
(Maximum Resistances cannot be raised above 90%)
+1 to Level of Socketed Strength Gems
Trigger Level 5 Gore Shockwave on Melee Hit if you have at least 150 Strength
+(15–30) to Strength
(80–100)% increased Physical Damage
Adds (35–45) to (80–90) Physical Damage
Gain 70% of Physical Damage as Extra Fire Damage
Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
Trigger Level 5 Gore Shockwave on Melee Hit if you have at least 150 Strength
+(15–30) to Strength
(80–100)% increased Physical Damage
Adds (35–45) to (80–90) Physical Damage
Gain 70% of Physical Damage as Extra Fire Damage
Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
+25% to Global Critical Strike Multiplier
(220–250)% increased Physical Damage
0.6% of Physical Attack Damage Leeched as Life
50% increased Melee Damage against Bleeding Enemies
Cannot Leech Life from Critical Strikes
30% chance to Blind Enemies on Critical Strike
50% chance to cause Bleeding on Critical Strike
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
0.6% of Physical Attack Damage Leeched as Life
50% increased Melee Damage against Bleeding Enemies
Cannot Leech Life from Critical Strikes
30% chance to Blind Enemies on Critical Strike
50% chance to cause Bleeding on Critical Strike
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
40% increased Global Accuracy Rating
Adds (90–110) to (145–170) Physical Damage
30% of Physical Damage Converted to Fire Damage
25% chance to Ignite
100% increased Burning Damage if you've Ignited an Enemy Recently
Recover 1% of Life when you Ignite an Enemy
100% increased Melee Physical Damage against Ignited Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Recently refers to the past 4 seconds)
30% of Physical Damage Converted to Fire Damage
25% chance to Ignite
100% increased Burning Damage if you've Ignited an Enemy Recently
Recover 1% of Life when you Ignite an Enemy
100% increased Melee Physical Damage against Ignited Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Recently refers to the past 4 seconds)
+25% to Global Critical Strike Multiplier
Trigger a Socketed Cold Spell on Melee Critical Strike, with a 0.25 second Cooldown
+257 Intelligence Requirement
No Physical Damage
Adds (80–100) to (160–200) Cold Damage
Adds (40–60) to (90–110) Cold Damage to Spells
(8–14)% increased Attack Speed
60% increased Critical Strike Chance against Chilled Enemies
+257 Intelligence Requirement
No Physical Damage
Adds (80–100) to (160–200) Cold Damage
Adds (40–60) to (90–110) Cold Damage to Spells
(8–14)% increased Attack Speed
60% increased Critical Strike Chance against Chilled Enemies
(80–120)% increased Armour and Energy Shield
+4 Accuracy Rating per 2 Intelligence
+1 Life per 4 Dexterity
+1 Mana per 4 Strength
1% increased Energy Shield per 10 Strength
2% increased Evasion Rating per 10 Intelligence
2% increased Melee Physical Damage per 10 Dexterity
+4 Accuracy Rating per 2 Intelligence
+1 Life per 4 Dexterity
+1 Mana per 4 Strength
1% increased Energy Shield per 10 Strength
2% increased Evasion Rating per 10 Intelligence
2% increased Melee Physical Damage per 10 Dexterity
20% chance to Trigger Level 16 Molten Burst on Melee Hit
(170–190)% increased Physical Damage
(8–12)% increased Attack Speed
60% of Physical Damage Converted to Fire Damage
Damage Penetrates 20% Fire Resistance
(170–190)% increased Physical Damage
(8–12)% increased Attack Speed
60% of Physical Damage Converted to Fire Damage
Damage Penetrates 20% Fire Resistance
+(260–320) to Armour and Evasion Rating
(4–8)% increased maximum Life
+(20–40)% to Cold Resistance
1% increased Attack Damage per 200 of the lowest of Armour and Evasion Rating
Melee Hits which Stun Fortify
You have Onslaught while Fortified
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification. Fortification lasts 6 seconds)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
+(20–40)% to Cold Resistance
1% increased Attack Damage per 200 of the lowest of Armour and Evasion Rating
Melee Hits which Stun Fortify
You have Onslaught while Fortified
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification. Fortification lasts 6 seconds)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
Socketed Gems are supported by Level 30 Melee Splash
(200–240)% increased Physical Damage
1% of Physical Attack Damage Leeched as Life
1% of Physical Attack Damage Leeched as Mana
Recover 5% of Life on Kill
Enemies Killed by your Hits are destroyed
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(200–240)% increased Physical Damage
1% of Physical Attack Damage Leeched as Life
1% of Physical Attack Damage Leeched as Mana
Recover 5% of Life on Kill
Enemies Killed by your Hits are destroyed
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
10% increased Strength
Socketed Gems are Supported by Level 20 Endurance Charge on Melee Stun
+40 to Intelligence
Adds (70–80) to (340–375) Physical Damage
10% increased Physical Damage per Endurance Charge
(20–30)% reduced Enemy Stun Threshold with this Weapon
(The Stun Threshold determines how much Damage can Stun something)
+40 to Intelligence
Adds (70–80) to (340–375) Physical Damage
10% increased Physical Damage per Endurance Charge
(20–30)% reduced Enemy Stun Threshold with this Weapon
(The Stun Threshold determines how much Damage can Stun something)
(10–15)% increased Cold Damage
With at least 40 Dexterity in Radius, Melee Damage
dealt by Frost Blades Penetrates 15% Cold Resistance
With at least 40 Dexterity in Radius, Frost Blades has 25% increased Projectile Speed
With at least 40 Dexterity in Radius, Melee Damage
dealt by Frost Blades Penetrates 15% Cold Resistance
With at least 40 Dexterity in Radius, Frost Blades has 25% increased Projectile Speed
While your Passive Skill Tree connects to a class' starting location, you gain:
Marauder: Melee Skills have 25% increased Area of Effect
Duelist: 1% of Attack Damage Leeched as Life
Ranger: 7% increased Movement Speed
Shadow: +0.5% to Critical Strike Chance
Witch: 0.5% of Mana Regenerated per second
Templar: Damage Penetrates 5% Elemental Resistances
Scion: +25 to All Attributes
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Attributes are Strength, Dexterity, and Intelligence)
Marauder: Melee Skills have 25% increased Area of Effect
Duelist: 1% of Attack Damage Leeched as Life
Ranger: 7% increased Movement Speed
Shadow: +0.5% to Critical Strike Chance
Witch: 0.5% of Mana Regenerated per second
Templar: Damage Penetrates 5% Elemental Resistances
Scion: +25 to All Attributes
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Attributes are Strength, Dexterity, and Intelligence)
+1% Chance to Block Attack Damage per 50 Strength
Chance to Block Spell Damage is Unlucky
+(60–120) to Strength
(80–100)% increased Armour
10% reduced Movement Speed
Strength's Damage Bonus instead grants 3% increased Melee
Physical Damage per 10 Strength
(Unlucky things are rolled twice and the worst result used)
Chance to Block Spell Damage is Unlucky
+(60–120) to Strength
(80–100)% increased Armour
10% reduced Movement Speed
Strength's Damage Bonus instead grants 3% increased Melee
Physical Damage per 10 Strength
(Unlucky things are rolled twice and the worst result used)
60% increased Global Accuracy Rating
(130–160)% increased Physical Damage
(25–30)% increased Attack Speed
5% increased Movement Speed
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Manifested Dancing Dervishes disables both weapon slots
Manifested Dancing Dervishes die when Rampage ends
Melee Hits count as Rampage Kills
Rampage
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
(25–30)% increased Attack Speed
5% increased Movement Speed
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Manifested Dancing Dervishes disables both weapon slots
Manifested Dancing Dervishes die when Rampage ends
Melee Hits count as Rampage Kills
Rampage
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
Trigger Level 20 Animate Guardian's Weapon when Animated Guardian Kills an Enemy
10% chance to Trigger Level 18 Animate Guardian's Weapon when Animated Weapon Kills an Enemy
(150–190)% increased Armour and Energy Shield
+(60–90) to maximum Life
Animated Guardian deals 5% increased Damage per Animated Weapon
Animated Minions' Melee Attacks deal Splash Damage to surrounding targets
Animated Minions' Melee Attacks deal 50% less Splash Damage to surrounding targets
You cannot have non-Animated Minions
animate guardian and weapon track on kill [2]
10% chance to Trigger Level 18 Animate Guardian's Weapon when Animated Weapon Kills an Enemy
(150–190)% increased Armour and Energy Shield
+(60–90) to maximum Life
Animated Guardian deals 5% increased Damage per Animated Weapon
Animated Minions' Melee Attacks deal Splash Damage to surrounding targets
Animated Minions' Melee Attacks deal 50% less Splash Damage to surrounding targets
You cannot have non-Animated Minions
animate guardian and weapon track on kill [2]
+(30–50) to maximum Energy Shield
Summoned Raging Spirits deal (175–250)% increased Damage
75% reduced Maximum number of Summoned Raging Spirits
Summoned Raging Spirits' Hits always Ignite
Summoned Raging Spirits' Melee Strikes deal Fire-only Splash
Damage to Surrounding Targets
Summoned Raging Spirits deal (175–250)% increased Damage
75% reduced Maximum number of Summoned Raging Spirits
Summoned Raging Spirits' Hits always Ignite
Summoned Raging Spirits' Melee Strikes deal Fire-only Splash
Damage to Surrounding Targets
30% increased Stun Duration on Enemies
Trigger Level 20 Elemental Warding on Melee Hit while Cursed
200% increased Physical Damage
Adds (42–47) to (66–71) Physical Damage
Adds 11 to 23 Cold Damage
(10–20)% increased Stun Duration on Enemies
Never deal Critical Strikes
200% increased Physical Damage
Adds (42–47) to (66–71) Physical Damage
Adds 11 to 23 Cold Damage
(10–20)% increased Stun Duration on Enemies
Never deal Critical Strikes
30% increased Stun Duration on Enemies
+1 to Level of Socketed Melee Gems
+2 to Level of Socketed Minion Gems
(200–220)% increased Physical Damage
Adds (25–35) to (45–55) Physical Damage
25% increased maximum Mana
Minions have (20–40)% increased maximum Life
30% increased Skill Effect Duration
+2 to Level of Socketed Minion Gems
(200–220)% increased Physical Damage
Adds (25–35) to (45–55) Physical Damage
25% increased maximum Mana
Minions have (20–40)% increased maximum Life
30% increased Skill Effect Duration
+1% Chance to Block Attack Damage per 50 Strength
Chance to Block Spell Damage is Unlucky
+(60–120) to Strength
(80–100)% increased Armour
10% reduced Movement Speed
Strength's Damage Bonus instead grants 3% increased Melee
Physical Damage per 10 Strength
(Unlucky things are rolled twice and the worst result used)
Chance to Block Spell Damage is Unlucky
+(60–120) to Strength
(80–100)% increased Armour
10% reduced Movement Speed
Strength's Damage Bonus instead grants 3% increased Melee
Physical Damage per 10 Strength
(Unlucky things are rolled twice and the worst result used)
+(20–30)% to Fire Resistance
+(30–50) to Strength
(20–25)% increased Melee Damage
30% chance to Avoid being Stunned
20% less Attack Speed
Strike Skills also target the previous location they were Used
(20–25)% increased Melee Damage
30% chance to Avoid being Stunned
20% less Attack Speed
Strike Skills also target the previous location they were Used
(25–40)% increased Melee Damage
+(60–90) to maximum Life
You can have two different Banners at the same time
Banners you are carrying gain 1 Stage on Melee Hit, up to 5 per second
[2 of 3 Banner Modifiers]
+(60–90) to maximum Life
You can have two different Banners at the same time
Banners you are carrying gain 1 Stage on Melee Hit, up to 5 per second
[2 of 3 Banner Modifiers]
+(20–25) to all Attributes
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)
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)
40% increased Global Accuracy Rating
Adds (5–8) to (15–20) Physical Damage
(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
(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
While your Passive Skill Tree connects to a class' starting location, you gain:
Marauder: 1% of Life Regenerated per second
Duelist: +2 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
Marauder: 1% of Life Regenerated per second
Duelist: +2 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
(60–120)% increased Armour and Energy Shield
30% of Physical Damage Converted to Chaos Damage
Reflects 5 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [600]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
30% of Physical Damage Converted to Chaos Damage
Reflects 5 Chaos Damage to Melee Attackers
25% reduced Light Radius
100% chance to create Desecrated Ground when you Block
desecrate on block base chaos damage to deal per minute [600]
desecrate on block base radius [16]
desecrate on block duration ms [8000]
(You take Chaos damage over time while standing in Desecrated Ground)
+(20–25) to all Attributes
Adds 5 to 15 Physical Damage to Attacks
+(25–30)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Physical Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
Adds 5 to 15 Physical Damage to Attacks
+(25–30)% to Melee Critical Strike Multiplier
(100–120)% increased Armour
(40–50)% increased Physical Damage taken
(Attributes are Strength, Dexterity, and Intelligence)
+(20–30) to Strength
Adds (1–3) to (4–5) Cold Damage to Spells and Attacks
+(40–50) to Evasion Rating
+(10–20)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
Adds (1–3) to (4–5) Cold Damage to Spells and Attacks
+(40–50) to Evasion Rating
+(10–20)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
60% increased Global Accuracy Rating
Socketed Gems are Supported by Level 1 Lifetap
Adds (6–10) to (12–16) Physical Damage
(40–50)% increased Critical Strike Chance
Enemies you Attack Reflect 20 Physical Damage to you
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Adds (6–10) to (12–16) Physical Damage
(40–50)% increased Critical Strike Chance
Enemies you Attack Reflect 20 Physical Damage to you
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+(9–20) to maximum Energy Shield
+(40–50) to maximum Life
(40–60)% increased Stun and Block Recovery
Reflects (100–150) Physical Damage to Melee Attackers
Regenerate 2% of Life per second for each different Ailment affecting you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(40–60)% increased Stun and Block Recovery
Reflects (100–150) Physical Damage to Melee Attackers
Regenerate 2% of Life per second for each different Ailment affecting you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(60–100)% increased Armour and Evasion
Reflects 100 Cold Damage to Melee Attackers
Reflects 100 Fire Damage to Melee Attackers
Reflects 100 Lightning Damage to Melee Attackers
When an Enemy Hit deals Elemental Damage to you, their Resistance to those Elements becomes zero for 4 seconds
Reflects 100 Cold Damage to Melee Attackers
Reflects 100 Fire Damage to Melee Attackers
Reflects 100 Lightning Damage to Melee Attackers
When an Enemy Hit deals Elemental Damage to you, their Resistance to those Elements becomes zero for 4 seconds
Passive /26
Staff Attacks deal 30% increased Damage with Hits and Ailments
30% increased Critical Strike Chance with Staves
10% chance to gain an Endurance Charge on Melee Critical Strike
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Critical Strike Chance with Staves
10% chance to gain an Endurance Charge on Melee Critical Strike
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
28% increased Armour
Reflects 50 Physical Damage to Melee Attackers
Reflects 50 Physical Damage to Melee Attackers
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments
10% increased Attack Speed with Two Handed Melee Weapons
40% increased Stun Duration with Two Handed Melee Weapons on Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
10% increased Attack Speed with Two Handed Melee Weapons
40% increased Stun Duration with Two Handed Melee Weapons on Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+4% Chance to Block Attack Damage while Dual Wielding or holding a Shield
8% increased Attack Speed
+0.2 metres to Melee Strike Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
8% increased Attack Speed
+0.2 metres to Melee Strike Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with Two Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with Two Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with Two Handed Melee Weapons
25% increased Stun Duration with Two Handed Melee Weapons on Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with Two Handed Melee Weapons
25% increased Stun Duration with Two Handed Melee Weapons on Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
50% increased Melee Critical Strike Chance
+25% to Melee Critical Strike Multiplier
+25% to Melee Critical Strike Multiplier
20% increased Attack Damage
30% increased Melee Critical Strike Chance
+10 to Strength and Intelligence
30% increased Melee Critical Strike Chance
+10 to Strength and Intelligence
Regenerate 1% of Life per second
10% increased Melee Physical Damage
+0.3 metres to Melee Strike Range
+20 to Strength
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
10% increased Melee Physical Damage
+0.3 metres to Melee Strike Range
+20 to Strength
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Strength's Damage bonus applies to Projectile Attack Damage as well as Melee Damage
Evasion Rating is Doubled against Projectile Attacks
25% less Evasion Rating against Melee Attacks
25% less Evasion Rating against Melee Attacks
25% increased Physical Damage with One Handed Melee Weapons
Attacks with One Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with One Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Attacks with One Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with One Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 30% increased Damage with Ailments
100% increased total Recovery per second from Life Leech
Overwhelm 12% Physical Damage Reduction
(Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Attacks with Two Handed Melee Weapons deal 30% increased Damage with Ailments
100% increased total Recovery per second from Life Leech
Overwhelm 12% Physical Damage Reduction
(Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
10% chance to create Consecrated Ground on Melee Kill, lasting 4 seconds
40% increased Melee Damage with Hits at Close Range
(Close Range is up to 2 metres)
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
40% increased Melee Damage with Hits at Close Range
(Close Range is up to 2 metres)
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
10% increased Melee Damage for each second you've been affected by a Warcry Buff, up to a maximum of 60%
Melee Skills have 20% increased Area of Effect
40% increased Melee Critical Strike Chance
+20% to Melee Critical Strike Multiplier
20% chance to Maim Enemies on Critical Strike with Attacks
(Maimed enemies have 30% reduced Movement Speed)
+20% to Melee Critical Strike Multiplier
20% chance to Maim Enemies on Critical Strike with Attacks
(Maimed enemies have 30% reduced Movement Speed)
60% increased Critical Strike Chance with Maces or Sceptres
10% reduced Enemy Stun Threshold with Maces or Sceptres
10% chance to gain a Power Charge when you Stun with Melee Damage
(The Stun Threshold determines how much Damage can Stun something)
10% reduced Enemy Stun Threshold with Maces or Sceptres
10% chance to gain a Power Charge when you Stun with Melee Damage
(The Stun Threshold determines how much Damage can Stun something)
Sword Attacks deal 30% increased Damage with Hits and Ailments
+0.3 metres to Melee Strike Range with Swords
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+0.3 metres to Melee Strike Range with Swords
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+45% to Critical Strike Multiplier with Two Handed Melee Weapons
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
10% chance to double Stun Duration
5% chance to deal Double Damage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
10% chance to double Stun Duration
5% chance to deal Double Damage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+0.2 metres to Melee Strike Range
Melee Skills have 12% increased Area of Effect
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Melee Skills have 12% increased Area of Effect
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
24% increased Melee Damage
+0.4 metres to Melee Strike Range while at least 5 Enemies are Nearby
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+0.4 metres to Melee Strike Range while at least 5 Enemies are Nearby
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Hits Stun as though dealing 50% more Melee Fire Damage
Ignites from Stunning Melee Hits deal 20% more Damage
Ignites from Stunning Melee Hits deal 20% more Damage
16% increased Melee Damage
16% increased Armour
+16 to maximum Life
+30 to Strength
16% increased Armour
+16 to maximum Life
+30 to Strength
Melee Strike Skills deal Splash Damage to surrounding targets
Ascendancy Passive /2
Ascendancy: Slayer
Character: Duelist
50% increased Global Accuracy Rating
+0.4 metres to Melee Strike Range
5% increased Area of Effect per Enemy killed recently, up to 50%
Deal up to 15% more Melee Damage to Enemies, based on proximity
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(Recently refers to the past 4 seconds)
+0.4 metres to Melee Strike Range
5% increased Area of Effect per Enemy killed recently, up to 50%
Deal up to 15% more Melee Damage to Enemies, based on proximity
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(Recently refers to the past 4 seconds)
Ascendancy: Guardian
Character: Templar
Grants Level 20 Summon Sentinel of Radiance Skill
20% of Damage from Hits is taken from your Sentinel of Radiance's Life before you
(Summons a Sentinel of Radiance which follows you and attacks enemies in melee, while burning enemies around it and taking a portion of damage from hits for you. You can only have one Sentinel of Radiance)
20% of Damage from Hits is taken from your Sentinel of Radiance's Life before you
(Summons a Sentinel of Radiance which follows you and attacks enemies in melee, while burning enemies around it and taking a portion of damage from hits for you. You can only have one Sentinel of Radiance)
Cluster Jewel Passive /10
You count as Dual Wielding while you are Unencumbered
40% more Attack Speed with Melee Skills while you are Unencumbered
Adds 14 to 20 Attack Physical Damage to Melee Skills per 10 Dexterity while you are Unencumbered
(You are Unencumbered while you have no Gloves, no Main Hand Item, and no Off Hand Item Equipped)
40% more Attack Speed with Melee Skills while you are Unencumbered
Adds 14 to 20 Attack Physical Damage to Melee Skills per 10 Dexterity while you are Unencumbered
(You are Unencumbered while you have no Gloves, no Main Hand Item, and no Off Hand Item Equipped)
Attacks with Two Handed Weapons deal 25% increased Damage with Hits and Ailments
10% reduced Enemy Stun Threshold
15% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently
(The Stun Threshold determines how much Damage can Stun something)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Recently refers to the past 4 seconds)
10% reduced Enemy Stun Threshold
15% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently
(The Stun Threshold determines how much Damage can Stun something)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Recently refers to the past 4 seconds)
Attacks with Two Handed Melee Weapons deal 20% increased Damage with Hits and Ailments
40% increased Damage with Hits and Ailments against Unique Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
40% increased Damage with Hits and Ailments against Unique Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments
8% increased Area of Effect
25% chance to Intimidate nearby Enemies for 4 seconds on Melee Kill
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
8% increased Area of Effect
25% chance to Intimidate nearby Enemies for 4 seconds on Melee Kill
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
5% increased Attack Speed with Two Handed Melee Weapons
15% increased Accuracy Rating with Two Handed Melee Weapons
25% increased Critical Strike Chance with Two Handed Melee Weapons
+15 to Dexterity and Intelligence
15% increased Accuracy Rating with Two Handed Melee Weapons
25% increased Critical Strike Chance with Two Handed Melee Weapons
+15 to Dexterity and Intelligence
10% increased Attack Speed with Two Handed Melee Weapons
10% increased Attack Speed if you have at least 600 Strength
+20 to Strength
10% increased Attack Speed if you have at least 600 Strength
+20 to Strength
30% increased Damage with Maces, Sceptres or Staves
Melee Hits with Maces, Sceptres or Staves Fortify for 6 seconds
(Warstaves are considered Staves)
Melee Hits with Maces, Sceptres or Staves Fortify for 6 seconds
(Warstaves are considered Staves)
Attack Skills deal 30% increased Damage while holding a Shield
+2% Chance to Block Attack Damage
+0.2 metres to Melee Strike Range while Holding a Shield
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
+2% Chance to Block Attack Damage
+0.2 metres to Melee Strike Range while Holding a Shield
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
40% increased Critical Strike Chance with Two Handed Melee Weapons
5% chance to deal Double Damage if you've dealt a Critical Strike with a Two Handed Melee Weapon Recently
(Recently refers to the past 4 seconds)
5% chance to deal Double Damage if you've dealt a Critical Strike with a Two Handed Melee Weapon Recently
(Recently refers to the past 4 seconds)
20% increased Area Damage while wielding a Two Handed Melee Weapon
15% increased Area of Effect while wielding a Two Handed Melee Weapon
15% increased Area of Effect while wielding a Two Handed Melee Weapon
Timeless Jewel Passive /2
Faction | Category | Name | Show Full Descriptions |
---|---|---|---|
Maraketh | Keystone | Second Sight | You are Blind Blind does not affect your Light Radius 25% more Melee Critical Strike Chance while Blinded (Being Blinded causes 20% less Accuracy Rating and Evasion Rating) Speak not, but listen, for danger reveals itself on the wind. Brutal Restraint: Nasima |
Eternal | Notable | Rigwald's Might | 80% increased Melee Physical Damage |
Timeless Jewel Passive Additions /3
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Karui | Notable | 20% increased Melee Damage | karui_notable_add_melee_damage |
Karui | Notable | 30% increased Melee Critical Strike Chance | karui_notable_add_melee_crit_chance |
Karui | Notable | +15% to Melee Critical Strike Multiplier | karui_notable_add_melee_crit_multi |
Elevated modifier List /6
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
of the Elder | 85 | +0.2 metres to Melee Strike Range Group: 590 | +(0.3–0.4) metres to Melee Strike Range |
Warlord's | 68 | (18–22)% increased Melee Damage Group: 662 | (23–26)% increased Melee Damage |
Warlord's | 70 | (23–26)% increased Melee Damage Group: 662 | (27–30)% increased Melee Damage |
Warlord's | 73 | (27–30)% increased Melee Damage Group: 662 | (31–38)% increased Melee Damage |
of the Conquest | 82 | +0.2 metres to Melee Strike Range Group: 590 | +(0.3–0.4) metres to Melee Strike Range |
of the Elder | 80 | (13–16)% increased Melee Damage +0.2 metres to Melee Strike Range Group: 3235 | (13–16)% increased Melee Damage +(0.3–0.4) metres to Melee Strike Range |
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Melee skill
Melee skill use melee weapons (axes, swords, maces, etc.) to perform attacks. The damage of these attacks is based on the weapons equipped. When using melee skills such as Infernal Blow without a weapon equipped, damage is based on the character's base unarmed damage.
These skills have the Melee Gem tag.
All melee skills so far are Attack skills. Strike and Slam are two of the subsets of Melee skills.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.