melee GemTags /183
Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.
Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The damage is continually boosted while channelling. You unleash an additional hit for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.
Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The critical strike chance is continually boosted while channelling. You unleash an additional hit for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.
Repeatedly swings a two handed melee weapon in a circle, knocking back monsters away from the character.
Slams the ground in front of you, creating a wave that travels forward and damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Slams the ground in front of you, creating a wide wave that travels forward and damages enemies with an increased chance to stun. Requires a Two Handed Axe, Two Handed Mace, or Staff.
The character swings both their weapons in an arc, damaging monsters in an area in front of them. Requires dual wielding both an Axe and a Sword.
Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies.
Performs two fast strikes with a melee weapon.
Performs two fast strikes with a melee weapon.
Performs two fast strikes with a melee weapon, gaining stages which cause this skill to attack faster. All stages are lost when you move.
Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance. Can be used with Axes and Swords. You are in Blood Stance by default.
Slashes twice, releasing wide waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. Requires a Two Handed Axe or Two Handed Sword.
Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. Requires a One Handed Axe or One Handed Sword.
Each attack with a melee weapon will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.
Attacks with both weapons, dealing the damage of both in one strike. Requires dual-wielding two different melee weapon types to use.
Dive through enemies, dealing weapon damage. If dual wielding attacks with both weapons, dealing the damage of both in one hit. Only works with Daggers, Claws, and One-Handed Swords.
Perform a strike with a melee weapon that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.
Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Frenzy Charge.
Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Power Charge.
Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed to damage that and other surrounding enemies. Enemies with either debuff explode when they die, damaging other surrounding enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Attacks with your weapon, applying a charged debuff to you the first time you hit an enemy with this skill. Upon reaching 6 charges, or charges expiring, the charged debuff is removed to damage nearby enemies. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Hits enemies, converting some of your physical damage to cold damage. If a non-unique enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.
Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, deals the damage of both weapons in one strike. Requires a claw, dagger or sword.
Supports melee attack skills.
Attacks enemies with a forceful blow. Requires a Mace, Sceptre, Axe, Sword or Staff.
Attacks enemies with a forceful blow. Requires a Staff.
Attacks enemies with a forceful blow, sending them flying backwards. Requires a Mace, Sceptre, Axe, Sword or Two-Handed Weapon.
Attacks enemies with a melee strike, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed and a Sentinel of Dominance with the same rarity, prefix and suffix modifiers will be summoned for a longer secondary duration.
Attacks enemies with a melee strike, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed and a Sentinel of Dominance with the same rarity, prefix and suffix modifiers will be summoned for a longer secondary duration.
Supports melee attack skills, causing them to deal more damage against bleeding enemies, but preventing those skills from inflicting bleeding on enemies in any way.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as projectiles as you strike, flying out to hit farther-away enemies. The projectiles cannot miss if the melee attack hit a target.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as a projectile as you strike, flying out to hit farther-away enemies and chain between them. The projectile cannot miss if the melee attack hit a target.
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
Channel this skill to move towards a targeted location while spinning constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.
Spin and attack in place, damaging nearby enemies and pulling others towards you. While using this skill, you cannot be stunned or knocked back. Cannot be supported by Ruthless.
Supports melee attack skills, making them repeat twice when used, targeting a random enemy each time. Cannot support Vaal skills, channelling skills, travel skills, retaliation skills or triggered skills.
Attacks an area in front of you. Each Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
Repeatedly attacks a large area in different directions. Each Vaal Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords.
Must support both a melee attack skill and a spell skill to work. The attack skill will trigger a spell when it kills an enemy. Cannot support totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
Supports melee attack skills.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land.
Infuses your two-handed melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land. Every fifth time you attack with this skill it fires more, high-damage projectiles.
The character uses their fist to slam the ground in front of them, with less attack speed, but more damage. This attack deals Lightning Damage to enemies in a large area, with a chance to Shock them. Cannot be used while wielding a Weapon. Cannot be Evaded.
Retaliate against a blocked hit with a hail of blades that rains down in front of you, repeatedly dealing the damage of both your weapons combined. Requires Dual Wielding Melee Weapons.
Retaliate against a blocked hit with an arcing slash that releases two waves of force. Enemies close in front of you can be hit by both waves. Requires a Sword or Axe and a Shield.
Retaliate against a blocked hit with a sweep of your Shield, unleashing a wave of ice in a cone in front of you.
Retaliate against a blocked hit by calling forth a huge armoured fist to slam into the ground in front of you as you do the same, dealing weapon damage in an area.
Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. The user and nearby allies gain a buff that grants a portion of their physical damage as extra fire damage. In addition to being taunted, enemies are inflicted with a secondary debuff causing them to explode when they die, dealing fire damage in an area.
Attacks enemies with a powerful melee strike which grants Fortification, reducing damage you take from hits. The cooldown can be bypassed by expending an Endurance Charge. Requires a Melee Weapon.
Supports melee attack skills that are not triggered.
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a duration. Cracks created before the first one has erupted will not generate their own aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a duration. Cracks created before the first one has erupted will not generate their own aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Summons an Ancestor Totem which attacks enemies with melee strikes while you're near it. Being near it grants you more attack speed. Requires a Melee Weapon or Unarmed.
Slams the ground, creating a slow wave of churning terrain that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies around them. Using the skill again will stop the previous wave. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
Slams the ground, creating a wave of churning terrain that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies around them. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
Slams the ground, creating a slow wave of churning terrain that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies around them. Using the skill again will stop the previous wave. When the wave reaches a target or terrain, it can restart aiming towards an enemy, if one is in range. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
Slam the ground, unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Consume an Endurance Charge every third time you slam the ground with this skill. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
Slam the ground, consuming all Endurance Charges and unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.
Supports melee strike skills, causing them to also strike at extra targets simultaneously. The extra targets must be a minimum distance from the user. If supporting a minion attack skill, the minion's skills will not also strike extra targets. Cannot support Vaal skills or triggered skills.
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. After using this skill, your steps will deal damage around you, cracking the earth if the previous cracks have erupted. This effect ends after a secondary duration, or after a maximum number of aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Summons an Ancestor Totem which attacks enemies with a powerful cascading slam while you're near it. If the enemies are far away, it will leap toward them as it slams. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.
Slams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Slams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. The cooldown can be bypassed by expending an Endurance Charge. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Performs a melee attack, and causes lightning to strike a nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
[UNUSED] Slash in an arc, hitting with all weapons and Impaling enemies hit. Enemies struck release a burst of shards backward, dealing damage behind them. Only works with Axes and Swords.
Perform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe. You are in Blood Stance by default.
Perform a spinning attack, damaging enemies around you and creating a random bladestorm. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe.
Smash the ground to bring forth multiple spears to damage enemies. When in Blood Stance, multiple spikes burst from the ground in sequence, able to hit enemies multiple times. In Sand Stance, the spikes are thrust outwards. Requires a Sword or Axe. You are in Blood Stance by default.
Smash the ground to bring forth multiple spears to damage enemies. When in Blood Stance, multiple spikes burst from the ground in sequence, able to hit enemies multiple times. In Sand Stance, the spikes are thrust outwards. Requires a Sword or Axe. You are in Blood Stance by default.
When used at range, throws out a chain, pulling you to the enemy hit dealing damage in an area behind them. When close to the enemy, just causes the area damage directly. Requires a One Handed Mace, Sceptre, Sword or Axe.
Throws chains ahead of you, attaching them to targets hit. Enemies chained to you will grant rage when hit. When chains are broken, they snap and deal attack damage in an area around the target they were attached to. Requires a One Handed Mace, Sceptre, Sword or Axe.
[UNUSED] Swing twice, gaining rage with each hit. Every 10 rage, perform a large area of effect attack. At 50 rage, perform an even larger attack, and lose 10 rage.
Supports melee attack skills. Cannot support skills which create minions.
Supports melee attack skills. Cannot support triggered attacks, attacks used by things other than you, or skills which create minions.
Supports melee attack skills.
Supports melee attack skills. Minions cannot gain rage.
[UNUSED] Attack an enemy, teleporting a short distance behind them if they're not in range. On hit, summon a serpent that replicates the attack.
Attacks with your weapon, inflicting a debuff on enemies hit by the strike. If a debuffed enemy dies while poisoned, Pestilent Strike inflicts a secondary chaos damage over time debuff on enemies around them, based on the poisons on the slain enemy. This damage is not affected by your damage modifiers. Requires a Claw or Dagger.
Supports melee strike skills, causing them to also strike at extra targets simultaneously. The extra targets must be a minimum distance from the user. If supporting a minion attack skill, the minion's skills will not also strike extra targets. Cannot support Vaal skills or triggered skills.
Supports melee attack skills.
Supports melee attack skills, making them repeat three times when used, targeting a random enemy each time. Cannot support Vaal skills, channelling skills, travel skills, retaliation skills or triggered skills.
[UNUSED] Whily Twirly
Slam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. Warcries or other Slam Attacks performed by you or allied players near any spike will cause them to shatter, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
Slam the ground, sending out rectangular fissures that deal area damage to enemies and thrust a spike from the ground when they end. The spikes shatter after a duration, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
Slam the ground, sending out a rectangular fissure that deals area damage to enemies and thrusts a large spike from the ground where it ends. Warcries or other Slam Attacks performed by you or allied players near the spike will cause it to shatter, damaging surrounding enemies. Works with Maces, Sceptres, Axes, Staves and Unarmed.
Supports slam skills, providing a powerful boost when they're used, with a delay before they can be boosted again. Cannot support Vaal skills or triggered skills. Cannot modify the skills of minions. Only skills you use yourself can receive the boost.
Repeatedly hit enemies in a circle in front of you while channelling, dealing damage to and around the enemy. The damage is continually boosted while channelling. You unleash an additional hit for each stage reached once the channelling ends. Requires a Dagger, Claw or One-Handed Sword.
Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.
Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance. Can be used with Axes and Swords. You are in Blood Stance by default.
Perform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe. You are in Blood Stance by default.
When used at range, throws out a chain, pulling you to the enemy hit dealing damage in an area behind them. When close to the enemy, just causes the area damage directly. Requires a One Handed Mace, Sceptre, Sword or Axe.
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a duration. Cracks created before the first one has erupted will not generate their own aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Summons an Ancestor Totem which attacks enemies with melee strikes while you're near it. Being near it grants you more attack speed. Requires a Melee Weapon or Unarmed.
Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies.
Channel to project an illusion which you steer. You gain stages while it moves, until it stops at a maximum total distance. Waves of area damage frequently pulse along its path, based on your attack speed. Stop channelling to teleport to the illusion, dealing a final wave of damage. Requires a Melee Weapon.
Hits enemies, converting some of your physical damage to cold damage. If a non-unique enemy is frozen and is on less than one third life, they will shatter when hit by Glacial Hammer. If striking three times in a row, the third strike will freeze enemies more easily. Requires a Mace, Sceptre or Staff.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land.
Performs a melee attack, and causes lightning to strike a nearby enemy, dealing damage in an area. Each target can only be hit once by this skill. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Dive through enemies, dealing weapon damage. If dual wielding attacks with both weapons, dealing the damage of both in one hit. Only works with Daggers, Claws, and One-Handed Swords.
Each attack with a melee weapon will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.
Supports melee attack skills, making them repeat twice when used, targeting a random enemy each time. Cannot support Vaal skills, channelling skills, travel skills, retaliation skills or triggered skills.
Supports melee attack skills. Minions cannot gain rage.
Supports melee strike skills, causing them to also strike at extra targets simultaneously. The extra targets must be a minimum distance from the user. If supporting a minion attack skill, the minion's skills will not also strike extra targets. Cannot support Vaal skills or triggered skills.
Spin with a sword or axe to deal damage in an area around you. Sacrifices some rage to send a ragestorm forward. While enemies are inside it, the ragestorm will slow its movement and repeatedly deal attack damage based on your attack speed.
Spin with a sword or axe to deal damage in an area around you. If you have at least 10 rage, create a ragestorm attached to you that repeatedly deals attack damage to enemies inside based on your attack speed. The ragestorm consumes rage at an accelerating rate, and ends if you run out.
Supports slam skills, providing a powerful boost when they're used, with a delay before they can be boosted again. Cannot support Vaal skills or triggered skills. Cannot modify the skills of minions. Only skills you use yourself can receive the boost.
Supports melee attack skills that are not triggered.
Attack enemies with increased range, releasing icy blades from the first enemy hit which fly at other enemies. Requires a Melee Weapon.
Your melee weapon strikes enemies, converting physical damage to a random element. Then, depending on the element chosen, it releases a fiery explosion, an arcing bolt of lightning, or an icy wave. It will avoid choosing the same element twice in a row.
Attacks enemies with a melee strike, applying a debuff for a short duration. If a non-unique enemy dies while affected by the debuff, the enemy's corpse will be consumed and a Sentinel of Dominance with the same rarity, prefix and suffix modifiers will be summoned for a longer secondary duration.
Attacks with your weapon, applying a charged debuff to enemies hit by your strike, and an uncharged debuff to any other enemies hit. Upon reaching 6 charges, expiring, or the enemy's death, the charged debuff is removed to damage that and other surrounding enemies. Enemies with either debuff explode when they die, damaging other surrounding enemies. Damage from this explosion cannot be reflected. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Slams the ground, creating a slow wave of churning terrain that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies around them. Using the skill again will stop the previous wave. Requires a Mace, Sceptre, Axe, Staff or Unarmed.
Slams the ground in front of you, creating a wave that travels forward and damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Attacks enemies with a forceful blow. Requires a Mace, Sceptre, Axe, Sword or Staff.
Swipe your shield, dealing area damage in three waves in front of you. Enemies can be hit by two of the waves where they overlap.
Swipe your shield, dealing area damage in three waves in front of you. Enemies can be hit by two of the waves where they overlap.
Supports strike skills.
Attack enemies with a forceful melee strike that also hurts you. Successive uses will raise the damage dealt both to enemies and you. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
Attack enemies with a forceful melee strike. Stunning an enemy with the strike releases a damaging pulse. Requires a Mace, Sceptre, Axe or Staff.
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts dealing damage in an area. After erupting, the fissure continues moving towards enemies to cause further eruptions. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Slam the ground, creating a winding fissure that deals area damage while travelling outwards. When it reaches the target location it erupts, releasing a burst of molten projectiles. After erupting, the fissure continues moving towards enemies to cause further eruptions. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
This spell consumes multiple cooldown uses to summon icy Statues in a ring. Each Statue uses your Frozen Sweep attack once before vanishing. Requires an Axe, Mace, Sceptre, or Staff. This skill cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines.
This spell consumes multiple cooldown uses to summon icy Statues in a ring. Each Statue uses your Frozen Sweep attack once before vanishing. Requires an Axe, Mace, Sceptre, or Staff. This skill cannot be triggered, supported by Spell Echo or Unleash, or used by Totems, Traps, or Mines.
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Killing Blows on Rare or Unique enemies grant a buff that improves Cleave for a duration. Killing Blows on Rare Enemies also steal their modifiers for a secondary duration. Only works with Axes and Swords.
Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth causing area attack damage to enemies where they land.
Calls lightning down to infuse your weapon, then performs a melee attack and causes lightning to strike nearby enemies, dealing damage in an area. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Channel to create an expanding circle area around you that blinds enemies within it. When you stop channelling, deals damage in a smaller area around each enemy in the circle. Requires a Dagger, Claw or One-Handed Sword.
This spell causes one of your existing Sentinels of Dominance to Ascend, becoming more powerful, gaining new attacks, and overriding its duration, while maintaining its monster modifiers and other bonuses, including from support gems. If you cannot have more Ascended Sentinels of Dominance, an existing one will be refreshed instead.
Supports melee attack skills.
Supports melee attack skills which can be exerted. Cannot modify the skills of minions. Vaal skills and channelling skills cannot be exerted.
Strike your foes down with a powerful blow.
Slams the ground in front of you, creating a wave that travels forward and damages enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Skill Gem /25
Slams the ground in front of you, creating a wave that travels in all directions that damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance. Can be used with Axes and Swords. You are in Blood Stance by default.
Slashes twice, releasing wide waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. Requires a Two Handed Axe or Two Handed Sword.
Raises a zombie minion from a corpse, which will follow you and attack enemies with a melee strike and an area of effect slam.
Creates a breach, making you vulnerable to its powerful inhabitants.
Curses a single enemy, giving a chance to double the duration of stuns on them. Attacking the cursed enemy will leech life and mana, stunning them will grant rage, and killing it will grant an endurance charge. You can only have one Mark at a time.
Curses all targets in an area, causing them to be debilitated when they hit enemies and increasing damage they take while on low life.
Summon Skeleton Mage minions of random elemental types at the targeted location. They cast projectile spells based on their element, and die after a duration.
Summons an army of skeletal soldiers, archers and mages, led by a powerful general.
Throws a trap that damages and immobilises a single enemy for a duration based on how much damage was dealt. After the immobilise expires, a debuff remains on the enemy for a duration, lowering their movement speed by an amount which lessens over time. The affected enemy will take increased damage from traps and mines until the debuff expires. Modifiers to spell damage do not affect this skill's damage.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Throws a trap that launches projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets.
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets and leaving a trail of shocked ground.
Grants a buff which adds lightning damage to spells and attacks. If you kill a shocked enemy, this skill will create a storm, causing lightning bolts to strike enemies around you for a duration. The damage inflicted by this skill is not affected by modifiers to spell damage.
Summons an Ice Golem that grants you increased Critical Strike Chance and Accuracy. The Ice Golem can use an icy barrage spell and a chilling spinning attack in addition to its melee attack.
Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.
Teleport to a location, damaging enemies and leaving a trail of burning ground, then repeat the teleport in the other direction. Cannot be triggered, or used by a totem, trap or mine. Cannot be supported by Unleash.
Throws a trap that creates a large explosion when triggered, dealing spell damage in an area around it.
Throws a trap that applies debuff beams to a number of nearby enemies for a duration. The beams chill enemies and deal cold damage over time. A beam is also applied to you, granting life and mana regeneration based on the number of debuff beams affecting enemies.
You must gain Valour from melee combat to use this skill, which will consume all Valour to place a banner with an aura. The aura will be larger and more powerful the more Valour was consumed. The banner lasts for a duration, but will end early if you leave the aura, or use the skill again while it's active.
Performs a series of quick teleports towards a targeted location. If using the "Attack in Place" option, the direction is reversed. Shares a cooldown with other Blink skills.
Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Shares a cooldown with other Blink skills.
Summons a Carrion Golem that grants added physical damage for your non-golem minions. The Carrion Golem attacks with a series of slashes that increase in speed and damage, as well as a cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
Summons a Carrion Golem. The Carrion Golem attacks with a series of slashes that increase in speed and damage, can consume corpses to heal itself and gain the ability to unleash a devastating cascade of bone spikes, and deals more damage for each of your non-golem minions near it.
Summon a Chilling Skitterbot and a Shocking Skitterbot, which will trigger your traps and detonate your mines. Mines detonated by Skitterbots will re-arm and can then be detonated again. The Skitterbots grant you more trap and mine damage, and cannot be targeted or damaged.
Skill Gem Quality /4
(0–5)% increased Area of Effect per 0.1 metre additional Melee Strike Range
(0–5)% increased Area of Effect per 0.1 metre additional Melee Strike Range
+(0–1) metre to Melee Strike Range
+(0–0.4) metres to Melee Strike Range
Support Gem /10
Supports attack skills that hit enemies, causing those hits to leech mana based on damage dealt.
Supports any skill that has a duration.
Supports melee attack skills that are not triggered.
Supports any skill you use to hit enemies yourself. Cannot support skills used by totems, traps, or mines.
Supports skills which throw Traps or Mines.
Supports any skill that can chill enemies or create chilling areas.
Supports bow attack skills that fire arrows forwards as projectiles. These skills will instead fire a payload arrow into the air to land at a targeted location. The supported skills' arrows will then fire out in a circle from where it lands. Cannot support skills that already fire arrows into the air, channelled skills, or skills that create Minions.
Supports bow attack skills that fire arrows forwards as projectiles. These skills will instead fire a payload arrow into the air to land at a targeted location. The supported skills' arrows will then fire out in a circle from where it lands. Cannot support skills that already fire arrows into the air, channelled skills, or skills that create Minions.
Supports skills which create brands.
Supports skills that create minions.
Support Gem Quality /6
Supported Skills deal (0–10)% increased Melee Physical Damage
Supported Skills deal (0–10)% increased Melee Damage
Supported Skills deal (0–10)% increased Melee Damage against Bleeding Enemies
Supported Skills deal (0–10)% increased Melee Damage
Supported Skills deal (0–10)% increased Melee Physical Damage
Supported Skills deal (0–10)% increased Melee Damage
Item mods /70
| 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 | |
| of Haunting | 45 | Suffix | Melee Attacks Knock Enemies Back on Hit Attack | necropolis_gloves 250 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 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 | gloves 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 default 0 |
Crafting Bench /4
| Mod | Require | ItemClasses | Unlock |
|---|---|---|---|
| +1 to Level of Socketed Melee Gems +0.2 metres to Melee Strike Range | 4x | Helmet | Burial Chambers Map |
| (9–10)% increased Melee Damage +0.1 metres to Melee Strike Range | 3x | Gloves | Burial Chambers Map |
| (11–13)% increased Melee Damage +0.1 metres to Melee Strike Range | 3x | Gloves | Burial Chambers Map |
| (14–16)% increased Melee Damage +0.1 metres to Melee Strike Range | 1x | Gloves | Burial Chambers Map |
Misc mods /100
| 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 with Unarmed Attacks 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 Evasion 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, Frost Blades has 25% increased Projectile Speed With at least 40 Dexterity in Radius, Melee Damage dealt by Frost Blades Penetrates 15% Cold Resistance 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: +0.2 metres to Melee Strike Range Attack | ||
| 97 | Jewel | Unique | +(0.1–0.7) metres to Melee Strike Range with Unarmed Attacks 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 | uber_tier_map 0 crucible_map_low 600 default 0 |
| Warrior's | 1 | CrucibleMap | Prefix | Unique Crucible Monsters have 50% chance to drop a Unique Melee Weapon | uber_tier_map 0 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 | uber_tier_map 0 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 | uber_tier_map 0 crucible_map_high 2000 default 0 |
| 1 | Tincture | Unique | (100–150)% increased Critical Strike Chance with Melee Weapons Attack Critical | ||
| 1 | Tincture | Unique | (70–100)% increased Elemental Damage with Melee Weapons Damage Elemental Attack | ||
| 1 | Tincture | Unique | 40% reduced Enemy Stun Threshold with Melee Weapons (15–25)% increased Stun Duration with Melee Weapons Attack | ||
| 1 | Tincture | Unique | 25% chance to Ignite with Melee Weapons (60–90)% increased Damage with Ignite from Melee Weapons Damage Elemental Fire Attack Ailment | ||
| 1 | Tincture | Unique | 25% chance to Freeze with Melee Weapons (25–35)% increased Effect of Chill from Melee Weapons Damage Elemental Cold Attack Ailment | ||
| 1 | Tincture | Unique | 25% chance to Shock with Melee Weapons (25–35)% increased Effect of Shock from Melee Weapons Damage Elemental Lightning Attack Ailment | ||
| 1 | Tincture | Unique | 20% chance to Poison with Melee Weapons (60–90)% increased Damage with Poison from Melee Weapons Damage Chaos Attack Ailment | ||
| 1 | Tincture | Unique | 20% chance to cause Bleeding with Melee Weapons (60–90)% increased Damage with Bleeding from Melee Weapons Damage Physical Attack Ailment | ||
| 1 | Tincture | Unique | Gain 3 Rage on Melee Weapon Hit Attack | ||
| 1 | Tincture | Unique | 25% chance to Blind Enemies on Hit with Melee Weapons (25–35)% increased Effect of Blind from Melee Weapons Attack | ||
| of the Wild | 1 | Tincture | Suffix | (25–35)% increased Duration of Elemental Ailments from Melee Weapon Attacks Elemental Attack Ailment | tincture 700 default 0 |
| of the Untamed | 42 | Tincture | Suffix | (36–45)% increased Duration of Elemental Ailments from Melee Weapon Attacks Elemental Attack Ailment | tincture 700 default 0 |
| of the Savage | 60 | Tincture | Suffix | (46–55)% increased Duration of Elemental Ailments from Melee Weapon Attacks Elemental Attack Ailment | tincture 700 default 0 |
| of the Beast | 82 | Tincture | Suffix | (56–65)% increased Duration of Elemental Ailments from Melee Weapon Attacks Elemental Attack Ailment | tincture 700 default 0 |
| of Acrimony | 1 | Tincture | Suffix | +(9–13)% to Damage over Time Multiplier with Melee Weapon Attacks Damage Attack | tincture 500 default 0 |
| of Dispersion | 34 | Tincture | Suffix | +(14–18)% to Damage over Time Multiplier with Melee Weapon Attacks Damage Attack | tincture 500 default 0 |
| of Liquefaction | 58 | Tincture | Suffix | +(19–23)% to Damage over Time Multiplier with Melee Weapon Attacks Damage Attack | tincture 500 default 0 |
| of Melting | 70 | Tincture | Suffix | +(24–28)% to Damage over Time Multiplier with Melee Weapon Attacks Damage Attack | tincture 500 default 0 |
| of Dissolution | 84 | Tincture | Suffix | +(29–33)% to Damage over Time Multiplier with Melee Weapon Attacks Damage Attack | tincture 500 default 0 |
| of Catalysing | 1 | Tincture | Suffix | Melee Weapon Damage Penetrates (5–7)% Elemental Resistances Damage Elemental Attack | tincture 500 default 0 |
| of Infusing | 32 | Tincture | Suffix | Melee Weapon Damage Penetrates (8–10)% Elemental Resistances Damage Elemental Attack | tincture 500 default 0 |
| of Empowering | 60 | Tincture | Suffix | Melee Weapon Damage Penetrates (11–13)% Elemental Resistances Damage Elemental Attack | tincture 500 default 0 |
| of the Unleashed | 73 | Tincture | Suffix | Melee Weapon Damage Penetrates (14–16)% Elemental Resistances Damage Elemental Attack | tincture 500 default 0 |
| of Overpowering | 85 | Tincture | Suffix | Melee Weapon Damage Penetrates (17–19)% Elemental Resistances Damage Elemental Attack | tincture 500 default 0 |
| of Ire | 1 | Tincture | Suffix | +(9–13)% to Melee Weapon Critical Strike Multiplier Damage Attack Critical | tincture 500 default 0 |
| of Anger | 32 | Tincture | Suffix | +(14–18)% to Melee Weapon Critical Strike Multiplier Damage Attack Critical | tincture 500 default 0 |
| of Rage | 60 | Tincture | Suffix | +(19–23)% to Melee Weapon Critical Strike Multiplier Damage Attack Critical | tincture 500 default 0 |
| of Fury | 73 | Tincture | Suffix | +(24–28)% to Melee Weapon Critical Strike Multiplier Damage Attack Critical | tincture 500 default 0 |
| of Ferocity | 85 | Tincture | Suffix | +(29–33)% to Melee Weapon Critical Strike Multiplier Damage Attack Critical | tincture 500 default 0 |
| of Skill | 1 | Tincture | Suffix | (15–19)% increased Melee Weapon Attack Speed Attack Speed | tincture 800 default 0 |
| of Ease | 65 | Tincture | Suffix | (20–24)% increased Melee Weapon Attack Speed Attack Speed | tincture 800 default 0 |
| of Mastery | 85 | Tincture | Suffix | (25–29)% increased Melee Weapon Attack Speed Attack Speed | tincture 800 default 0 |
| of Execution | 1 | Tincture | Suffix | (40–47)% increased Melee Weapon Damage against Enemies that are on Low Life Damage Attack | tincture 600 default 0 |
| of Elimination | 28 | Tincture | Suffix | (48–55)% increased Melee Weapon Damage against Enemies that are on Low Life Damage Attack | tincture 600 default 0 |
| of Termination | 47 | Tincture | Suffix | (56–63)% increased Melee Weapon Damage against Enemies that are on Low Life Damage Attack | tincture 600 default 0 |
| of Extermination | 65 | Tincture | Suffix | (64–71)% increased Melee Weapon Damage against Enemies that are on Low Life Damage Attack | tincture 600 default 0 |
| of Assassination | 80 | Tincture | Suffix | (72–79)% increased Melee Weapon Damage against Enemies that are on Low Life Damage Attack | tincture 600 default 0 |
| of Success | 1 | Tincture | Suffix | Gain (11–15) Life per Enemy Killed with Melee Weapons Life Attack | tincture 1000 default 0 |
| of Victory | 35 | Tincture | Suffix | Gain (16–20) Life per Enemy Killed with Melee Weapons Life Attack | tincture 1000 default 0 |
| of Triumph | 62 | Tincture | Suffix | Gain (21–25) Life per Enemy Killed with Melee Weapons Life Attack | tincture 1000 default 0 |
| of Conquest | 80 | Tincture | Suffix | Gain (26–30) Life per Enemy Killed with Melee Weapons Life Attack | tincture 1000 default 0 |
| of Absorption | 38 | Tincture | Suffix | Gain (2–3) Mana per Enemy Killed with Melee Weapons | tincture 1000 default 0 |
| of Osmosis | 50 | Tincture | Suffix | Gain (4–5) Mana per Enemy Killed with Melee Weapons | tincture 1000 default 0 |
| of Consumption | 68 | Tincture | Suffix | Gain (6–8) Mana per Enemy Killed with Melee Weapons | tincture 1000 default 0 |
| of Assimilation | 82 | Tincture | Suffix | Gain (9–11) Mana per Enemy Killed with Melee Weapons | tincture 1000 default 0 |
| of Rejuvenation | 1 | Tincture | Suffix | Gain (2–3) Life per Enemy Hit with Melee Weapons Life Attack | tincture 500 default 0 |
| of Restoration | 50 | Tincture | Suffix | Gain (3–4) Life per Enemy Hit with Melee Weapons Life Attack | tincture 500 default 0 |
| of Regrowth | 77 | Tincture | Suffix | Gain (5–7) Life per Enemy Hit with Melee Weapons Life Attack | tincture 500 default 0 |
| of Enveloping | 45 | Tincture | Suffix | Gain 1 Mana per Enemy Hit with Melee Weapons Mana Attack | tincture 500 default 0 |
| of Siphoning | 68 | Tincture | Suffix | Gain 2 Mana per Enemy Hit with Melee Weapons Mana Attack | tincture 500 default 0 |
| of Devouring | 84 | Tincture | Suffix | Gain 3 Mana per Enemy Hit with Melee Weapons Mana Attack | tincture 500 default 0 |
| of Restocking | 1 | Tincture | Suffix | (11–15)% increased Flask Charges gained from Kills with Melee Weapons | tincture 800 default 0 |
| of Replenishing | 40 | Tincture | Suffix | (16–20)% increased Flask Charges gained from Kills with Melee Weapons | tincture 800 default 0 |
| of Pouring | 72 | Tincture | Suffix | (21–25)% increased Flask Charges gained from Kills with Melee Weapons | tincture 800 default 0 |
| of Overflowing | 85 | Tincture | Suffix | (26–30)% increased Flask Charges gained from Kills with Melee Weapons | tincture 800 default 0 |
| of Battering | 40 | Tincture | Suffix | Melee Weapon Hits have (30–39)% chance to ignore Enemy Physical Damage Reduction Damage Physical Attack | tincture 500 default 0 |
| of Crushing | 62 | Tincture | Suffix | Melee Weapon Hits have (40–49)% chance to ignore Enemy Physical Damage Reduction Damage Physical Attack | tincture 500 default 0 |
| of Overwhelming | 80 | Tincture | Suffix | Melee Weapon Hits have (50–60)% chance to ignore Enemy Physical Damage Reduction Damage Physical Attack | tincture 500 default 0 |
| 1 | Tincture | Unique | Melee Strike Skills deal Splash Damage to surrounding targets Melee Strike Skills deal Splash Damage to surrounding targets Attack | ||
| 1 | Tincture | Unique | (20–30)% chance to inflict a Grasping Vine on Melee Weapon Hit Attack | ||
| 1 | Tincture | Unique | Melee Weapon Hits Inflict (2–3) Withered Debuffs for 2 seconds Chaos Attack | ||
| 1 | Tincture | Unique | Does not inflict Mana Burn over time Inflicts Mana Burn on you when you Hit an Enemy with a Melee Weapon Attack | ||
| 1 | Tincture | Unique | Melee Weapon Damage Penetrates 1% Elemental Resistances per Mana Burn, up to a maximum of 200% Attack | ||
| 1 | Tincture | Unique | Melee Weapon Attacks have Culling Strike Attack | ||
| 1 | Tincture | Unique | Cover Full Life Enemies in Ash for (4–10) seconds on Melee Weapon Hit Elemental Fire Attack | ||
| 1 | Tincture | Unique | (15–25)% chance to refresh Ignite Duration on Melee Weapon Hit | ||
| 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 /1
Item /21
Spiked Gloves
Armour: 220–253
Requires Level 70, 95 Str
(16–20)% increased Melee Damage
Maltreatment Axe
Physical Damage: 19-39
Critical Strike Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.1 metres
Requires Level 30, 78 Str, 34 Dex
Gain 3 Rage on Melee Hit
Disapprobation Axe
Physical Damage: 29-60
Critical Strike Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.1 metres
Requires Level 50, 124 Str, 54 Dex
Gain 4 Rage on Melee Hit
Psychotic Axe
Physical Damage: 34-71
Critical Strike Chance: 5%
Attacks per Second: 1.3
Weapon Range: 1.1 metres
Requires Level 70, 163 Str, 84 Dex
Gain 5 Rage on Melee Hit
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
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]
Rosethorn Tincture
Inflicts Mana Burn every 0.70 Seconds
8 Second Cooldown when Deactivated
Requires Level 18
(100–150)% increased Critical Strike Chance with Melee Weapons
Prismatic Tincture
Inflicts Mana Burn every 0.70 Seconds
8 Second Cooldown when Deactivated
Requires Level 18
(70–100)% increased Elemental Damage with Melee Weapons
Ironwood Tincture
Inflicts Mana Burn every 0.90 Seconds
10 Second Cooldown when Deactivated
Requires Level 18
40% reduced Enemy Stun Threshold with Melee Weapons
(15–25)% increased Stun Duration with Melee Weapons
(15–25)% increased Stun Duration with Melee Weapons
Ashbark Tincture
Inflicts Mana Burn every 0.60 Seconds
7 Second Cooldown when Deactivated
Requires Level 32
25% chance to Ignite with Melee Weapons
(60–90)% increased Damage with Ignite from Melee Weapons
(60–90)% increased Damage with Ignite from Melee Weapons
Borealwood Tincture
Inflicts Mana Burn every 0.60 Seconds
7 Second Cooldown when Deactivated
Requires Level 32
25% chance to Freeze with Melee Weapons
(25–35)% increased Effect of Chill from Melee Weapons
(25–35)% increased Effect of Chill from Melee Weapons
Fulgurite Tincture
Inflicts Mana Burn every 0.60 Seconds
7 Second Cooldown when Deactivated
Requires Level 32
25% chance to Shock with Melee Weapons
(25–35)% increased Effect of Shock from Melee Weapons
(25–35)% increased Effect of Shock from Melee Weapons
Poisonberry Tincture
Inflicts Mana Burn every 0.70 Seconds
6 Second Cooldown when Deactivated
Requires Level 45
20% chance to Poison with Melee Weapons
(60–90)% increased Damage with Poison from Melee Weapons
(60–90)% increased Damage with Poison from Melee Weapons
Blood Sap Tincture
Inflicts Mana Burn every 0.70 Seconds
6 Second Cooldown when Deactivated
Requires Level 45
20% chance to cause Bleeding with Melee Weapons
(60–90)% increased Damage with Bleeding from Melee Weapons
(60–90)% increased Damage with Bleeding from Melee Weapons
Oakbranch Tincture
Inflicts Mana Burn every 0.50 Seconds
8 Second Cooldown when Deactivated
Requires Level 60
Gain 3 Rage on Melee Weapon Hit
Sporebloom Tincture
Inflicts Mana Burn every 0.90 Seconds
8 Second Cooldown when Deactivated
Requires Level 52
25% chance to Blind Enemies on Hit with Melee Weapons
(25–35)% increased Effect of Blind from Melee Weapons
(25–35)% increased Effect of Blind from Melee Weapons
Unique /91
+(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)
+(30–60) to maximum Life
(-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
(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)
(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
+(60–80) to Intelligence
(40–60)% increased Global Critical Strike Chance
(200–220)% increased Armour
+(60–75) to maximum Life
You have Vaal Pact if you've dealt a Critical Strike Recently
(Recently refers to the past 4 seconds)
(Life Leech from Melee Damage is Instant. Cannot Recover Life other than from Leech)
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
+30% to Global Critical Strike Multiplier
10% reduced Enemy Stun Threshold
(600–1000)% 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
+(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)
Socketed Gems are Supported by Level 30 Melee Physical Damage
Socketed Gems are supported by Level 30 Blind
Socketed Gems are Supported by Level 30 Faster Attacks
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
(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
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%)
(140–180)% increased Physical Damage
Adds 30 to 40 Physical Damage
(25–35)% 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)
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
+0.2 metres to Melee Strike Range per White Socket
0.4% of Physical Attack Damage Leeched as Mana per Blue 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 200% higher while moving)
(100–140)% increased Physical Damage
Gain 20 Life per Enemy Killed
+(150–250) to Accuracy Rating
Culling Strike
Gain 5 Rage on Melee Hit
Every Rage also grants 1% of Physical Damage as Extra Fire Damage
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
(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)
(Only one Hit every 0.5 seconds can cause you to gain Rage)
+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)
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)
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
+25% Chance to Block Attack 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)
10% Chance to Block Spell Damage
+(20–30) to Intelligence
+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
(Life Leech from Melee Damage is Instant. Cannot Recover Life other than from Leech)
+20% Chance to Block Spell 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)
Melee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers
+(0.3–0.4) metres to Melee Strike Range with Unarmed Attacks
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 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
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)
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)
Dexterity and Intelligence from passives in Radius count towards Strength Melee Damage bonus
75% chance to cause Enemies to Flee on use
Knocks Back Enemies in an Area when you use a Flask
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)
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)
(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)
+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)
+(24–36)% to Global Critical Strike Multiplier
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)
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
+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
+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
+(70–150) to maximum Energy Shield
+1 to Level of all Spell Skill Gems
Reflects 1 to 150 Lightning Damage to Melee Attackers
(25–35)% 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
Manifested Dancing Dervishes die when Rampage ends
Manifested Dancing Dervishes disables both weapon slots
Melee Hits count as Rampage Kills
Rampage
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
4% increased Melee Damage per Endurance Charge
50% increased Stun Duration on you
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
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)
+(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)
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 200% higher while moving)
+(260–355) to maximum Energy Shield
Reflects 5 Physical Damage to Melee Attackers
+25 Physical Damage taken from Attack Hits
(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)
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%)
+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)
+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 200% 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)
+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
(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
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
+(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)
Socketed Gems are supported by Level 30 Melee Splash
(200–240)% increased Physical Damage
1% of Physical Attack Damage Leeched as Life
Recover 5% of Life on Kill
1% of Physical Attack Damage Leeched as Mana
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)
(10–15)% increased Cold Damage
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
dealt by Frost Blades Penetrates 15% Cold Resistance
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
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
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
Manifested Dancing Dervishes die when Rampage ends
Manifested Dancing Dervishes disables both weapon slots
Melee Hits count as Rampage Kills
Rampage
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 and Manifested Minions' Melee Strikes deal Splash
Damage to surrounding targets
Damage to surrounding targets
Animated and Manifested Minions' Melee Strikes deal 50% less Splash Damage
You cannot have Non-Animated, Non-Manifested 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
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
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
+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
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
Having a placed Banner does not prevent you gaining Valour
(25–40)% increased Melee Damage
+(60–90) to maximum Life
(25–50)% increased Valour gained
(Valour is gained while you have a Banner skill and augments the power of those skills)
(By default you gain 1 Valour on Melee Kill, or on Melee Hit against Rare or Unique enemies, no more than once every 0.5 seconds, up to a maximum of 50)
+(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)
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
Gain 15% of Physical Attack Damage as Extra Fire Damage
Gain 15% of Physical Attack Damage as Extra Lightning Damage
Attacks with this Weapon Penetrate 30% Elemental Resistances
While your Passive Skill Tree connects to a class' starting location, you gain:
Marauder: 1% of Life Regenerated per second
Duelist: +0.2 metres to Melee Strike Range
Ranger: 20% increased Flask Charges gained
Shadow: 12% increased Attack and Cast Speed
Witch: 20% increased Skill Effect Duration
Templar: +4% Chance to Block Attack and Spell Damage
Scion: 30% increased Damage
Marauder: 1% of Life Regenerated per second
Duelist: +0.2 metres to Melee Strike Range
Ranger: 20% increased Flask Charges gained
Shadow: 12% increased Attack and Cast Speed
Witch: 20% increased Skill Effect Duration
Templar: +4% Chance to Block Attack and Spell Damage
Scion: 30% increased Damage
Corrupted Soul
Immortal Ambition
Divine Flesh
(50% of Non-Chaos Damage taken bypasses Energy Shield
Gain 15% of Maximum Life as Extra Maximum Energy Shield)
Gain 15% of Maximum Life as Extra Maximum Energy Shield)
(All Damage taken bypasses Energy Shield
50% of Elemental Damage taken as Chaos Damage
+5% to maximum Chaos Resistance)
50% of Elemental Damage taken as Chaos Damage
+5% to maximum Chaos Resistance)
(Maximum Resistances cannot be raised above 90%)
(50% less Life Regeneration Rate. 50% less Maximum total Life Recovery per second from Leech. Energy Shield Recharge instead applies to Life)
(When you reach full Energy Shield, Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds)
(Energy Shield starts at zero. Cannot Recharge or Regenerate Energy Shield. Lose 5% of Energy Shield per second. Life Leech effects are not removed when Unreserved Life is Filled. Life Leech effects Recover Energy Shield instead while on Full Life)
(Life Leech from Melee Damage is Instant. Cannot Recover Life other than from Leech)
(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)
+(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)
+(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
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)
+(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)
(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
(100–150)% increased Armour
+(1–10) to maximum Fortification
1% increased Attack Speed per Fortification
Melee Hits from Strike Skills Fortify
(Fortifying grants an amount of Fortification based on the Damage of the Hit)
(6–12)% increased Attack Speed
(100–140)% increased Armour
(10–20)% chance that if you would gain Rage on Hit, you instead gain up to your maximum Rage
+(1–3) to Level of all Melee Skill Gems
(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)
10% reduced Enemy Stun Threshold
+(30–40) to Strength
+(30–40) to Dexterity
(150–250)% increased Physical Damage
+(400–500) to Accuracy Rating
Can be Enchanted by a Kalguuran Runesmith
Can have 2 additional Runesmithing Enchantments
Can be Runesmithed as though it were all One Handed Melee Weapon Types
(70–100)% increased Elemental Damage with Melee Weapons
Melee Weapon Damage Penetrates 1% Elemental Resistances per Mana Burn, up to a maximum of 200%
(20–40)% increased Cooldown Recovery Rate
(-35–35)% reduced Mana Burn rate
40% reduced Enemy Stun Threshold with Melee Weapons
(15–25)% increased Stun Duration with Melee Weapons
(15–25)% increased Stun Duration with Melee Weapons
Melee Strike Skills deal Splash Damage to surrounding targets
Melee Strike Skills deal Splash Damage to surrounding targets
(15–25)% reduced Mana Burn rate
25% chance to Ignite with Melee Weapons
(60–90)% increased Damage with Ignite from Melee Weapons
(60–90)% increased Damage with Ignite from Melee Weapons
-1 Fire Damage taken from Hits per Mana Burn
(15–25)% chance to refresh Ignite Duration on Melee Weapon Hit
Cover Full Life Enemies in Ash for (4–10) seconds on Melee Weapon Hit
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
Gain 3 Rage on Melee Weapon Hit
Does not inflict Mana Burn over time
Inflicts Mana Burn on you when you Hit an Enemy with a Melee Weapon
(1–5)% increased Rarity of Items found per Mana Burn, up to a maximum of 100%
(Mana Burn causes you to lose 1% of your maximum Mana per stack per second)
25% chance to Blind Enemies on Hit with Melee Weapons
(25–35)% increased Effect of Blind from Melee Weapons
(25–35)% increased Effect of Blind from Melee Weapons
Melee Weapon Hits Inflict (2–3) Withered Debuffs for 2 seconds
(20–30)% chance to inflict a Grasping Vine on Melee Weapon Hit
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
(Up to 10 Vines can grasp you, inflicting 8% less Movement Speed per Vine. Broken by moving)
Trigger Level 20 Starfall on Melee Critical Strike
+(10–20) to all Attributes
(120–180)% increased Physical Damage
(20–30)% increased Critical Strike Chance
(10–20)% increased Area of Effect
Gain (40–60)% of Weapon Physical Damage as Extra Damage of a random Element
(Attributes are Strength, Dexterity, and Intelligence)
(40–80)% increased Armour and Energy Shield
(15–25)% increased Life Regeneration rate
15% increased Area of Effect of Aura Skills
Excommunicate Enemies on Melee Hit for 3 seconds
(Excommunicated Enemies cannot deal Chaos Damage)
Trigger a Socketed Spell on Unarmed Melee Critical Strike, with a 0.25 second Cooldown
(1–7)% more Attack Speed with Unarmed Melee Attacks
(100–777)% increased Evasion and Energy Shield
(1–7)% increased Movement Speed
+(0.1–0.7) metres to Melee Strike Range with Unarmed Attacks
+(1–7)% to Unarmed Melee Attack Critical Strike Chance
+(10–77)% to Critical Strike Multiplier with Unarmed Melee Attack
(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)
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
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)
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)
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)
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
10% increased Attack Speed with Two Handed Melee Weapons
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)
Attack Skills deal 30% increased Damage while holding a Shield
+4% 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)
20% increased Area Damage while wielding a Two Handed Melee Weapon
15% increased Area of Effect while wielding a Two Handed Melee Weapon
Timeless Jewel Passive /2
Second Sight
Maraketh Keystone
You are Blind
Blind does not affect your Light Radius
25% more Melee Critical Strike Chance while Blinded
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
Timeless Jewel Passive Additions /4
| 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 |
| Karui | Notable | Gain 1 Rage on Melee Hit | karui_notable_add_physical_taken_as_fire |
Elevated modifier List /6
| Name | Lv | Mods | Elevated Mods |
|---|---|---|---|
| of the Elder | 85 | +0.2 metres to Melee Strike Range Group: 593 | +(0.3–0.4) metres to Melee Strike Range |
| Warlord's | 68 | (18–22)% increased Melee Damage Group: 666 | (23–26)% increased Melee Damage |
| Warlord's | 70 | (23–26)% increased Melee Damage Group: 666 | (27–30)% increased Melee Damage |
| Warlord's | 73 | (27–30)% increased Melee Damage Group: 666 | (31–38)% increased Melee Damage |
| of the Conquest | 82 | +0.2 metres to Melee Strike Range Group: 593 | +(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: 3272 | (13–16)% increased Melee Damage +(0.3–0.4) metres to Melee Strike Range |
Community Wiki
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
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.












































































