 | Accuracy Mastery Quantity: 4- 40% increased Accuracy Rating against Unique Enemies
- Gain Accuracy Rating equal to your Intelligence
- Dexterity's Accuracy Bonus instead grants +3 to Accuracy Rating per Dexterity
- Minions' Accuracy Rating is equal to yours
- 50% increased Accuracy Rating at Close Range
- +500 to Accuracy Rating
-2 to Accuracy Rating per Level
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 | Armour Mastery Quantity: 5- +1 Armour per 2 Strength
- You take 30% reduced Extra Damage from Critical Strikes
- 20% chance to Defend with 200% of Armour
- +1% to all maximum Elemental Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour
- 20% increased Armour per second you've been stationary, up to a maximum of 100%
- 100% increased Armour from Equipped Boots and Gloves
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 | Fortify Mastery Quantity: 2- Recover 100 Life for each Fortification lost
- Gain 20 Fortification on Melee Kill against a Rare or Unique Enemy
- 2% reduced Duration of Ailments inflicted on you per Fortification
- 4% increased Stun and Block Recovery per Fortification
- Melee Hits Fortify
-3 to maximum Fortification - 10% reduced Damage over Time Taken while you have at least 20 Fortification
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 | Armour and Energy Shield Mastery Quantity: 2- 2% chance to Defend with 150% of Armour per 5% missing Energy Shield
- Recover 5% of Energy Shield over 1 second when you take Physical Damage from an Enemy Hit
- 10% of Armour also applies to Chaos Damage taken from Hits
- Increases and Reductions to Armour also apply to Energy
Shield Recharge Rate at 20% of their value - 100% increased Armour and Energy Shield from Equipped Body Armour if Equipped Helmet,
Gloves and Boots all have Armour and Energy Shield - 10% of Physical Damage from Hits taken as Chaos Damage
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| Stun Mastery Quantity: 5- 100% increased Enemy Stun Threshold
200% increased Stun Duration on Enemies - 20% chance to gain an Endurance Charge when you Stun an Enemy with a Melee Hit
- +50% to Critical Strike Multiplier against Stunned Enemies
- Hits against you Cannot be Critical Strikes if you've been Stunned Recently
- 25% chance to deal a Stunning Hit to Nearby Enemy Monsters when you're Stunned
- Gain Adrenaline when Stunned, for 2 seconds per 100ms of Stun Duration
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 | Attack Mastery Quantity: 10- +3 metres to Melee Strike Range
- Non-Vaal Strike Skills target 1 additional nearby Enemy
- Remove Damaging Ailments when you Change Stance
Stance Skills have +6 seconds to Cooldown - Monsters cannot Block your Attacks
- 5% increased Attack Speed per Enemy in Close Range
- Nearby Enemies are Intimidated while you have Rage
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 | Spell Suppression Mastery Quantity: 3- Prevent +3% of Suppressed Spell Damage
- Inflict Fire, Cold and Lightning Exposure on Enemies when you Suppress their Spell Damage
- Prevent +1% of Suppressed Spell Damage per Hit Suppressed Recently
-2% chance to Suppress Spell Damage per Hit Suppressed Recently - Suppressed Spell Damage cannot inflict Elemental Ailments on you
- You have Phasing if you have Suppressed Spell Damage Recently
+8% chance to Suppress Spell Damage while Phasing - Chance to Suppress Spell Damage is Lucky
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 | Impale Mastery Quantity: 3- 10% chance on Hitting an Enemy for all Impales on that Enemy to last for an additional Hit
- Impale Damage dealt to Enemies Impaled by you Overwhelms 20% Physical Damage Reduction
- Call of Steel has 40% increased Use Speed
Call of Steel deals Reflected Damage with 40% increased Area of Effect - Call of Steel has +4 to maximum Steel Shards
Call of Steel causes 10% increased Reflected Damage - 20% increased Effect of Impales you inflict on non-Impaled Enemies
- 20% chance on Hit to remove all Impales from Enemy
Impales removed this way multiply their Reflected Damage for this Hit by the number of Hits they have left
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 | Blind Mastery Quantity: 2- 40% increased Blind Effect
- 100% increased Blind duration
- 60% increased Critical Strike Chance against Blinded Enemies
- 100% chance to Avoid Blind
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 | Flask Mastery Quantity: 8- Life Flasks gain 1 Charge every 3 seconds
Mana Flasks gain 1 Charge every 3 seconds - Remove a random Elemental Ailment when you use a Mana Flask
- Remove a random Non-Elemental Ailment when you use a Life Flask
- 25% chance to gain a Flask Charge when you deal a Critical Strike
- Enemies you Kill that are affected by Elemental Ailments
grant 100% increased Flask Charges - Recover 4% of Life when you use a Flask
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 | Leech Mastery Quantity: 8- 10% of Leech is Instant
- 40% increased Armour and Evasion Rating while Leeching
- 25% more Damage with Hits against Enemies that cannot have Life Leeched from them
- 25% of Damage taken Recouped as Life if Leech was removed by Filling Unreserved Life Recently
- 100% increased total Recovery per second from Life, Mana, or Energy Shield Leech
- 25% increased Maximum total Life, Mana and Energy Shield Recovery per second from Leech
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 | Axe Mastery Quantity: 4- Enemies Killed by your Hits are destroyed
- Bleeding you inflict deals Damage 15% faster
- 40% increased Effect of Onslaught on you
- 30% increased Damage while in Blood Stance
15% increased Area of Effect while in Sand Stance - 10% more Damage with Hits and Ailments against Enemies that are on Low Life
- Attacks with Axes or Swords grant 1 Rage on Hit, no more than once every second
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 | Bleeding Mastery Quantity: 2- Moving while Bleeding doesn't cause you to take extra Damage
- 60% increased Damage with Bleeding inflicted on Poisoned Enemies
- 60% increased Bleeding Duration
- 80% increased Critical Strike Chance against Bleeding Enemies
- +3% to Damage over Time Multiplier for Bleeding per Endurance Charge
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 | Bow Mastery Quantity: 5- Blink Arrow and Mirror Arrow have 100% increased Cooldown Recovery Rate
- 20% increased Area of Effect while wielding a Bow
- Arrows gain Critical Strike Chance as they travel farther, up to 100% increased Critical Strike Chance
- 100% increased Mirage Archer Duration
- +100 to Accuracy Rating per Green Socket on Equipped Bow
- Increases and Reductions to Projectile Speed also apply to Damage with Bows
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 | Projectile Mastery Quantity: 3- Projectiles deal 20% increased Damage with Hits and Ailments for each Enemy Pierced
- Projectiles deal 20% increased Damage with Hits and Ailments for each time they have Chained
- 1% increased Projectile Damage per 16 Dexterity
- Knock Back Enemies if you get a Critical Strike with Projectile Damage
- 15% more Projectile Speed
- 15% less Projectile Speed
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 | Brand Mastery Quantity: 3- Recover 10% of Mana when a Brand expires while Attached
- Brands have 30% increased Area of Effect if 50% of Attached Duration expired
- Brands Attach to a new Enemy each time they Activate, no more than once every 0.3 seconds
- Brand Recall has 50% increased Cooldown Recovery Rate
- You can Cast 2 additional Brands
- 40% increased Brand Attachment range
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 | Lightning Mastery Quantity: 5- 40% of Physical Damage Converted to Lightning Damage
- 60% increased Critical Strike Chance against enemies with Lightning Exposure
- +15% to Maximum Effect of Shock
- Shocks you inflict spread to other Enemies within 10 metre
- Increases and reductions to Maximum Mana also apply to Shock Effect at 30% of their value
- Lightning Damage of Enemies Hitting you while you're Shocked is Unlucky
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 | Caster Mastery Quantity: 6- Final Repeat of Spells has 30% increased Area of Effect
- 25% more Spell Damage if you've been Stunned while Casting Recently
- 6% increased Cast Speed for each different Non-Instant Spell you've Cast Recently
- Spells which can gain Intensity have +1 to maximum Intensity
- Skills supported by Unleash have +1 to maximum number of Seals
- 25% chance to open nearby Chests when you Cast a Spell
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 | Chaos Mastery Quantity: 3- Recover 1% of Life per Withered Debuff on each Enemy you Kill
- +1 to Level of all Chaos Skill Gems
Lose 10% of Life and Energy Shield when you use a Chaos Skill - +1% to maximum Chaos Resistance
- 40% of Physical Damage Converted to Chaos Damage
- Deal 10% more Chaos Damage to enemies which have Energy Shield
- 5% chance when you inflict Withered to inflict up to 15 Withered Debuffs instead
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 | Charge Mastery Quantity: 3- Cannot be Ignited while at maximum Endurance Charges
- Cannot be Chilled while at maximum Frenzy Charges
- Cannot be Shocked while at maximum Power Charges
- 100% increased Charge Duration
- 3% increased Damage per Endurance, Frenzy or Power Charge
- Nearby Enemies cannot gain Power, Frenzy or Endurance Charges
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 | Mark Mastery Quantity: 4- Marked Enemy cannot Regenerate Life
- Enemies near your Marked Enemy are Blinded
- 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy
- Marked Enemy cannot deal Critical Strikes
- Your Mark Transfers to another Enemy when Marked Enemy dies
- 50% increased Accuracy Rating against Marked Enemy
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 | Claw Mastery Quantity: 4- Gain 25 Life per Enemy Hit with Main Hand Claw Attacks
Gain 25 Mana per Enemy Hit with Off Hand Claw Attacks - Inherent Attack Speed bonus from Dual Wielding is doubled while wielding two Claws
- 60% increased Damage with Claws against Enemies that are on Low Life
- 10% of Leech is Instant per Equipped Claw
- 50% increased Stealth if you've Hit With a Claw Recently
- Skills Supported by Nightblade have 40% increased Effect of Elusive
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 | Cold Mastery Quantity: 6- 40% of Physical Damage Converted to Cold Damage
- 10% Chance to Inflict Cold Exposure on Hit with Cold Damage
- Enemies near targets you Shatter have 20% chance to be Covered in Frost for 5 seconds
- +1% to maximum Cold Resistance
- Chills from your Hits always reduce Action Speed by at least 10%
- Enemies permanently take 5% increased Damage for each second they've ever been Frozen by you, up to a maximum of 50%
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 | Critical Mastery Quantity: 7- 50% increased Effect of non-Damaging Ailments you inflict with Critical Strikes
- +25% to Critical Strike Multiplier against Unique Enemies
- Stuns from Critical Strikes have 100% increased Duration
- +3 to Level of all Critical Support Gems
- You take 30% reduced Extra Damage from Critical Strikes
- 150% increased Critical Strike Chance against Enemies on Full Life
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 | Curse Mastery Quantity: 6- +20% chance to Ignite, Freeze, Shock, and Poison Cursed Enemies
- You take 40% reduced Extra Damage from Critical Strikes by Cursed Enemies
- Non-Cursed Enemies you inflict Non-Aura Curses on are Blinded for 4 seconds
- Your Curses have 20% increased Effect if 50% of Curse Duration expired
- Enemies you Curse are Hindered, with 15% reduced Movement Speed
- Recover 1% of Life when you Curse a Non-Cursed Enemy
Recover 1% of Mana when you Curse a Non-Cursed Enemy
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 | Link Mastery Quantity: 4- Elemental Ailments are inflicted on you instead of Linked targets
- Enemies near your Linked targets have Fire, Cold and Lightning Exposure
- Links take twice as long to break
- Link Skills Link to 1 additional random target
- Linked targets share Endurance, Frenzy and Power Charges with you
- Your Movement Speed is equal to the highest Movement Speed among Linked Players
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 | Dagger Mastery Quantity: 4- +100% to Critical Strike Multiplier against Enemies that are on Full Life
- Critical Strikes have Culling Strike
- +10% chance to Suppress Spell Damage for each Dagger you're Wielding
- 8% more Damage with Hits and Ailments against Enemies affected by at least 5 Poisons
- 50% increased Projectile Speed while wielding a Dagger
- Elusive also grants +40% to Critical Strike Multiplier for Skills Supported by Nightblade
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| Recovery Mastery Quantity: 7- 3% chance to Recover all Life when you Kill an Enemy
- Life Recoup Effects instead occur over 3 seconds
- Every 3 seconds, Consume a nearby Corpse to Recover 10% of Life
- Nearby Enemies have 50% reduced Life Regeneration Rate
- Life Recovery from Regeneration is not applied
Every 4 seconds, Recover 1 Life for every 0.1 Life Recovery per second from Regeneration - Regenerate 50 Life per second
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 | Damage Over Time Mastery Quantity: 5- 30% increased Effect of Cruelty
- +10% to Damage over Time Multiplier if you've Killed Recently
- 15% increased Skill Effect Duration
15% increased Duration of Ailments on Enemies - 10% less Damage Taken from Damage over Time
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 | Dual Wielding Mastery Quantity: 3- +15% Chance to Block Spell Damage while Dual Wielding
Dual Wielding does not inherently grant chance to Block Attack Damage - +1% to Off Hand Critical Strike Chance while Dual Wielding
- 60% increased Damage while wielding two different Weapon Types
- 20% chance to gain Elusive when you Block while Dual Wielding
- +15% Chance to Block Attack Damage if you have not Blocked Recently
- 20% chance to Maim Enemies with Main Hand Hits
20% chance to Blind Enemies with Off Hand Hits
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 | Block Mastery Quantity: 2- +2% to maximum Chance to Block Attack Damage
- +2% to maximum Chance to Block Spell Damage
- 20 Life gained when you Block
20 Mana gained when you Block - 3% increased Spell Damage per 5% Chance to Block Spell Damage
- 3% increased Attack Damage per 5% Chance to Block Attack Damage
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 | Duration Mastery Quantity: 2- 10% more Skill Effect Duration
- 10% less Skill Effect Duration
- Debuffs on you expire 15% faster
- 20% reduced Elemental Ailment Duration on you
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 | Elemental Mastery Quantity: 6- Exposure you inflict applies at least -18% to the affected Resistance
- 60% reduced Reflected Elemental Damage taken
- 50% reduced Effect of Exposure on you
- Hits have 25% chance to treat Enemy Monster Elemental Resistance values as inverted
- Critical Strikes against you do not inherently inflict Elemental Ailments
- 3% chance for Hits to deal 300% of Physical Damage as Extra Damage of a random Element
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 | Energy Shield Mastery Quantity: 6- 30% increased Light Radius
Light Radius is based on Energy Shield instead of Life - 10% less Physical Damage Taken while on Full Energy Shield
- Stun Threshold is based on 60% of your Energy Shield instead of Life
- Regenerate 2% of Energy Shield per second
- 30% of Chaos Damage taken does not bypass Energy Shield
- 100% increased Energy Shield from Equipped Helmet
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 | Evasion and Energy Shield Mastery Quantity: 2- 30% increased Evasion Rating while you have Energy Shield
- 20% increased Energy Shield Recovery Rate if you haven't been Hit Recently
- 20% increased Maximum Energy Shield if both Equipped Rings have Evasion Modifiers
40% increased Energy Shield Recharge Rate if Equipped Amulet has an Evasion Modifier - 100% increased Evasion Rating if Energy Shield Recharge has started in the past 2 seconds
- 1% increased Evasion Rating per 5 Intelligence
Dexterity provides no inherent bonus to Evasion Rating - Every 4 seconds, Regenerate Energy Shield equal to 1% of Evasion Rating over 1 second
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 | Evasion Mastery Quantity: 5- Cannot be Stunned if you haven't been Hit Recently
- 40% increased Evasion Rating if you have been Hit Recently
- 10% increased Movement Speed if you haven't taken Damage Recently
- 30% chance to Avoid being Poisoned
30% chance to Avoid Bleeding 30% chance to Avoid being Impaled - +15% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Rating
- 100% increased Evasion Rating from Equipped Body Armour
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 | Armour and Evasion Mastery Quantity: 2- Defend with 120% of Armour against Projectile Attacks
5% more chance to Evade Melee Attacks - 8% increased Evasion Rating per Frenzy Charge
8% increased Armour per Endurance Charge - 80% increased Stun and Block Recovery
- Every 4 seconds, Regenerate Life equal to 1% of Armour and Evasion Rating over 1 second
- 40% increased Evasion Rating if you have been Hit Recently
40% increased Armour if you haven't been Hit Recently - Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating
Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour
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 | Fire Mastery Quantity: 8- Fire Exposure you inflict applies an extra -5% to Fire Resistance
- 40% of Physical Damage Converted to Fire Damage
- Burning Enemies you kill have a 3% chance to Explode, dealing a tenth of their maximum Life as Fire Damage
- 50% chance to refresh Ignite Duration on Critical Strike
- Regenerate 1 Life per second for each 1% Uncapped Fire Resistance
- Critical Strikes do not inherently Ignite
100% increased Damage with Hits against Ignited Enemies
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 | Life Mastery Quantity: 15- 10% more Maximum Life if you have at least 6 Life Masteries allocated
- 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
- +50 to maximum Life
- You count as on Low Life while at 55% of maximum Life or below
- You count as on Full Life while at 90% of maximum Life or above
- Skills Cost Life instead of 30% of Mana Cost
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 | Mace Mastery Quantity: 5- All Damage with Maces and Sceptres inflicts Chill
- 20% increased Area of Effect if you've dealt a Critical Strike Recently
- Crush Enemies on hit with Maces and Sceptres
- 12% chance to deal Double Damage with Attacks if Attack Time is longer than 1 second
- 50% increased Stun Duration on Enemies
- Hits that Stun Enemies have Culling Strike
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 | Mana Mastery Quantity: 9- Regenerate 5 Mana per second
- Recover 10% of Mana over 1 second when you use a Guard Skill
- 10% of Damage taken Recouped as Mana
- 10% reduced Mana Cost of Skills
- 10% chance to Recover 10% of Mana when you use a Skill
- 12% increased Mana Reservation Efficiency of Skills
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 | Physical Mastery Quantity: 5- 60% reduced Reflected Physical Damage taken
- 10% more Maximum Physical Attack Damage
- Cannot be Stunned by Hits that deal only Physical Damage
- Hits have 40% chance to ignore Enemy Monster Physical Damage Reduction
- 40% increased Physical Damage with Skills that Cost Life
- +6% to Damage over Time Multiplier for Bleeding per Impale on Enemy
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 | Mine Mastery Quantity: 5- Each Mine applies 2% increased Damage taken to Enemies near it, up to 10%
- Each Mine applies 2% reduced Damage dealt to Enemies near it, up to 10%
- 30% increased Effect of Auras from Mines
- You gain 5% increased Area of Effect for each Mine
- Mines cannot be Damaged
- Regenerate 2.5% of Life per Second if you've Detonated a Mine Recently
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 | Minion Offence Mastery Quantity: 8- Minions Attacks Overwhelm 20% Physical Damage Reduction
- Minions Penetrate 8% of Cursed Enemies' Elemental Resistances
- Minions have 25% chance to gain Unholy Might for 4 seconds on Kill
- Minions have 30% increased Area of Effect
- Minions have +250 to Accuracy Rating
- 20% increased effect of Offerings
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 | Minion Defence Mastery Quantity: 5- Minions have +8% to all maximum Elemental Resistances
- Link Skills can target Damageable Minions
- Minions Leech 1% of Damage as Life
- Convocation has 40% increased Cooldown Recovery Rate
- Minions have 15% reduced Life Recovery rate
Minions have 30% increased maximum Life - Minions Recover 5% of Life on Minion Death
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 | Poison Mastery Quantity: 4- Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage
- Poisons you inflict deal Damage 20% faster
- +12% to Damage over Time Multiplier for Poison you inflict on Bleeding Enemies
- Enemies Poisoned by you cannot deal Critical Strikes
- Recover 3% of Life on Killing a Poisoned Enemy
- Plague Bearer has 20% increased Maximum Plague Value
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 | Reservation Mastery Quantity: 6- 8% increased Damage for each of your Aura or Herald Skills affecting you
- +1% to all maximum Elemental Resistances if you have Reserved Life and Mana
- 20% increased Life Reservation Efficiency of Skills
- 30% increased Area of Effect of Aura Skills
- Auras from your Skills have 10% increased Effect on you
- Non-Curse Aura Skills have 50% increased Duration
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 | Shield Mastery Quantity: 5- Counterattacks have a 50% chance to Debilitate on Hit for 1 second
- +1% Chance to Block Attack Damage per 5% Chance to Block on Equipped Shield
- Intimidate Enemies for 4 seconds on Block while holding a Shield
- 20% chance to Avoid Elemental Ailments while holding a Shield
- 2% increased Attack Damage per 75 Armour or Evasion Rating on Shield
- +1% to Critical Strike Multiplier per 10 Maximum Energy Shield on Shield
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 | Staff Mastery Quantity: 5- Recover 2% of Energy Shield when you Block Spell Damage while wielding a Staff
Recover 2% of Life when you Block Attack Damage while wielding a Staff - 30% increased Defences while wielding a Staff
- +8% Chance to Block Attack Damage if you've Stunned an Enemy Recently
- 20% chance to double Stun Duration
- Gain Unholy Might on block for 3 seconds
- +60% to Critical Strike Multiplier if you haven't dealt a Critical Strike Recently
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 | Sword Mastery Quantity: 4- +3 metres to Melee Strike Range with Swords
- 20% chance to Impale Enemies on Hit with Attacks
- 8% chance to gain a Frenzy Charge when you Hit a Unique Enemy
- Off Hand Accuracy is equal to Main Hand Accuracy while wielding a Sword
- 120% increased Critical Strike Chance with Swords
-20% to Critical Strike Multiplier with Swords - 50% reduced Enemy Chance to Block Sword Attacks
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 | Totem Mastery Quantity: 6- Totems' Action Speed cannot be modified to below base value
- Skills that would Summon a Totem have 30% chance to Summon two Totems instead
- 5% of Damage from Hits is taken from your nearest Totem's Life before you
- 1% of Physical Attack Damage dealt by your Totems is Leeched to you as Life
- 60% increased Global Critical Strike Chance if you've Summoned a Totem Recently
- Buffs from Active Ancestor Totems Linger for 3 seconds
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 | Trap Mastery Quantity: 4- 5% chance to throw up to 4 additional Traps
- 8% Chance for Traps to Trigger an additional time
- Can have up to 5 additional Traps placed at a time
- 60% increased Trap Trigger Area of Effect
- Recover 30 Life when your Trap is triggered by an Enemy
- Traps cannot be Damaged
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 | Two Hand Mastery Quantity: 4- 3% chance to deal Triple Damage
- 40% increased Damage with Hits against Rare and Unique Enemies
- 10% increased Armour per Red Socket on Main Hand Weapon
10% increased Evasion Rating per Green Socket on Main Hand Weapon - 15% more Stun Duration with Two Handed Weapons
- Attacks with Two Handed Weapons deal 60% increased Damage with Hits and Ailments
10% reduced Attack Speed - Ruthless Hits Intimidate Enemies for 4 seconds
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 | Wand Mastery Quantity: 4- 10% chance to gain a Power Charge on Critical Strike with Wands
- Unnerve Enemies for 4 seconds on Hit with Wands
- Wand Attacks fire an additional Projectile
- Increases and Reductions to Spell Damage also apply to Attacks while wielding a Wand
- 0.5% of Attack Damage Leeched as Life
0.5% of Attack Damage Leeched as Mana - Intelligence is added to Accuracy Rating with Wands
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 | Warcry Mastery Quantity: 4- Warcries cannot Exert Travel Skills
- Recover 15% of Life when you use a Warcry
- Warcries have a minimum of 10 Power
- Warcries Debilitate Enemies for 1 second
- Remove all Damaging Ailments when you Warcry
- Warcries have 10% chance to Exert 3 additional Attacks
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 | Attributes Mastery Quantity: 3- 5% increased Attributes
- 1% increased Damage per 5 of your lowest Attribute
- +5 to Strength per Allocated Mastery Passive Skill
- +5 to Intelligence per Allocated Mastery Passive Skill
- +5 to Dexterity per Allocated Mastery Passive Skill
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 | Protection Mastery Quantity: 5- 65% reduced Effect of Withered on you
- Your Elemental Resistances cannot be lowered by Curses
- Corrupted Blood cannot be inflicted on you
- You cannot be Maimed
You cannot be Hindered - You cannot be Impaled
- Damaging Ailments Cannot Be inflicted on you while you already have one
Non-Damaging Ailments Cannot Be inflicted on you while you already have one
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