Notable Passive /101 ⍟
20% reduced Cost of Skills
Attacks Cost Life instead of Mana
20% increased Flask Effect Duration
100% increased total Recovery per second from Life Leech
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
75% reduced Flask Life Recovery rate
Gain 5 Mana per Enemy Killed
30% increased Energy Shield Recharge Rate
30% faster start of Energy Shield Recharge
30% reduced maximum Life
Chaos Damage taken does not bypass Energy Shield
75% chance to avoid Ailments from Critical Strikes
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)
(Recently refers to the past 4 seconds)
20% increased Spell Damage while not on Low Mana
(You are on Low Mana if you have 50% of your Maximum Mana or less)
Enemies you Kill Explode, dealing 10% of their Life as Physical Damage
10% increased Physical Damage
(Crushed lowers Physical Damage Reduction by 15%)
15% increased Damage with Bleeding
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
10% increased Physical Damage
20% increased Physical Damage
25% chance to be inflicted with Bleeding when Hit by an Attack
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
100% increased Impale Duration
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)
Damage Penetrates 20% of Enemy Elemental Resistances
5% increased Attack and Cast Speed
Nearby Enemies take 10% increased Elemental Damage
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Hinder Enemies on Hit with Spells
(Hinder reduces movement speed by 30% for 4 seconds)
Phasing
(While you have Phasing, your movement is not blocked by Enemies)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+0.3 metres to Melee Strike Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Deal up to 15% more Melee Damage to Enemies, based on proximity
Gain 1 Rage on Hit with Attacks, no more than once every 0.3 seconds
(Inherent effects from having Rage are:
1% increased Attack Damage per 1 Rage
1% increased Attack Speed per 2 Rage
1% increased Movement Speed per 5 Rage)
Non-Vaal Strike Skills target 2 additional nearby Enemies
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
of their movement, reducing to 0% as they travel farther
Projectiles have 30% chance to be able to Chain when colliding with terrain
Poisons you inflict on non-Poisoned Enemies deal 200% increased Damage
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
30% increased Projectile Speed
10% increased Projectile Damage
to 25% increased Damage with Hits to targets
Knocks Back Enemies if you get a Critical Strike with a Bow
(Knockback pushes Enemies away when Hit)
50% increased Projectile Speed
10% increased Damage Over Time with Bow Skills
30% increased Cooldown Recovery Rate of Movement Skills
20% chance to Gain Arcane Surge on Hit with Spells
(Arcane Surge grants 10% increased Cast Speed and 30% increased Mana Regeneration rate, for 4 seconds)
Gain 15 Life per Enemy Killed
25% chance to Blind Enemies on Hit with Attacks
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(A Hit that removes at least 15% of Maximum Life is a Savage Hit)
(Recently refers to the past 4 seconds)
+10% chance to Block Spell Damage while holding a Shield
+20% to Global Critical Strike Multiplier while wielding a Staff
(Warstaves are considered Staves)
Life Flasks gain 1 Charge every 3 seconds
Mana Flasks gain 1 Charge every 3 seconds
Shocks from your Hits always increase Damage taken by at least 15%
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Traps cannot be Damaged for +2 seconds after being Thrown
20% increased Trap Throwing Speed
When your Traps Trigger, your nearby Traps also Trigger
20% increased Cooldown Recovery Rate of Movement Skills
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
+10% to Critical Strike Multiplier per Power Charge
(You are on Low Life if you have 50% of your Maximum Life or less)
+1 to Maximum Power Charges
Maximum Chance to Block Spell Damage is equal to Maximum Chance to Block Attack Damage
100% increased Block Recovery
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken, for 4 seconds)
10% reduced Movement Speed
Cannot Evade Enemy Attacks
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
10% increased Attack Speed while Dual Wielding
Attacks have 20% chance to Maim on Hit
(Maimed enemies have 30% reduced Movement Speed)
+30% to Critical Strike Multiplier while Dual Wielding
150% increased Critical Strike Chance while Dual Wielding
20% increased Recovery Rate of Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time Recently
(Recently refers to the past 4 seconds)
30% reduced Physical Damage taken over time
25% 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)
a Non-Vaal Slam or Strike Skill near an Enemy
(This skill is triggered when you use a Slam or Strike skill, and summons a Mirage Chieftain who will use that Slam or Strike skill once before dissipating)
50% reduced Stun Duration on you
10% chance to Freeze
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
+10% to Maximum Effect of Shock
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Base Maximum Effect of Shock is 50% increased Damage taken)
Ignites you inflict spread to other Enemies within 2.5 metres
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
80% reduced Ignite Duration on you
50% reduced Effect of Shock on you
Action Speed cannot be modified to below 90% of base value
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
(The Stun Threshold determines how much Damage can Stun something)
15% increased Accuracy Rating per Frenzy Charge
+1 to Maximum Frenzy Charges
50% chance to gain an Endurance Charge when you are Hit
20% increased maximum Energy Shield
+1 to Maximum Endurance Charges
Lightning Skills have 20% reduced Enemy Stun Threshold
(The Stun Threshold determines how much Damage can Stun something)
Damage with Hits is Lucky
10% chance to create a Smoke Cloud when Hit
(Enemies standing in Smoke Clouds are Blinded)
20% increased Effect of Chill
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
Nearby Enemies are Chilled
(Chill reduces Enemy Action Speed by 10%)
Royale Unique /78 ⍟
(50–70)% increased Physical Damage
Adds (1–2) to (3–5) Physical Damage
30% increased Critical Strike Chance
40% increased Attack Damage against Bleeding Enemies
50% chance to cause Bleeding on Critical Strike
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(20–28)% increased Spell Damage
(5–8)% increased Cast Speed
+(15–20) to maximum Life
+(15–20) to maximum Mana
Regenerate (6–8) Life over 1 second when you Cast a Spell
100% increased Physical Damage
100% increased Attack Speed
Grants 2 Mana per Enemy Hit
(50–100)% increased Projectile Speed
+(25–50) to Accuracy Rating
30% less Damage
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)
(25–50)% increased Physical Damage
You have no Intelligence
Critical Strike Chance is (20–30)% for Hits with this Weapon
Adds 1 to 7 Chaos Damage to Attacks
+(15–30) to Armour
+(13–19)% to Chaos Resistance
10% increased Movement Speed
+1 to maximum number of Skeletons
(20–30)% increased Damage over Time
(100–120)% increased Energy Shield
10% increased Area of Effect
Blight has (20–30)% increased Hinder Duration
You cannot be Hindered
(10–15)% increased Attack Speed
(80–100)% increased Critical Strike Chance
50% of Physical Damage Converted to Lightning Damage
Every 16 seconds you gain Elemental Overload for 8 seconds
You have Resolute Technique while you do not have Elemental Overload
100% increased Physical Damage while you have Resolute Technique
(Skills that have dealt a Critical Strike in the past 8 seconds deal 40% more Elemental Damage with Hits and Ailments. Your Critical Strikes do not deal extra Damage. Ailments never count as being from Critical Strikes)
(Your hits can't be Evaded. Never deal Critical Strikes)
(70–100)% increased Rarity of Items found
+5% to all Elemental Resistances
5% reduced Movement Speed
10% increased Damage
+(20–30) to maximum Energy Shield
20% increased maximum Energy Shield
50% increased Energy Shield Recharge Rate
You take 30% reduced Extra Damage from Critical Strikes
+(10–20) to maximum Life
+(10–15)% to all Elemental Resistances
Nearby Enemies are Intimidated
is intimidated [1]
(Intimidated enemies take 10% increased Attack Damage)
Socketed Gems are Supported by Level 15 Hypothermia
Socketed Gems are Supported by Level 15 Ice Bite
Socketed Gems are Supported by Level 15 Cold Penetration
Socketed Gems are Supported by Level 1 Added Cold Damage
Socketed Gems are Supported by Level 15 Inspiration
Adds 2 to 4 Physical Damage
5% increased Attack Speed
1.2% of Physical Attack Damage Leeched as Life
5% increased Movement Speed
Life Leech from Hits with this Weapon is instant
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(80–120)% increased Armour
(25–50)% increased Effect of Shrine Buffs on you
You have Lesser Brutal Shrine Buff
You have Lesser Massive Shrine Buff
-10% Chance to Block
50% increased Global Armour while you have no Energy Shield
You have Unholy Might while you have no Energy Shield
Create Profane Ground instead of Consecrated Ground
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Unholy Might grants 30% of Physical Damage as extra Chaos Damage)
(Enemies on Profane Ground have -10% to all Resistances, and Hits against them have 100% increased Critical Strike Chance)
10% increased Attack Speed
(15–25)% increased Damage with Movement Skills
(50–100)% increased Evasion Rating
10% increased Movement Speed
15% increased Attack and Cast Speed if you've used a Movement Skill Recently
(Recently refers to the past 4 seconds)
(15–25)% increased Lightning Damage
(30–40)% increased Mana Regeneration Rate
40% of Lightning Damage Converted to Cold Damage
Your spells have 100% chance to Shock against Frozen Enemies
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Adds (1–3) to (5–8) Physical Damage
(15–25)% reduced Enemy Stun Threshold with this Weapon
Cannot Knock Enemies Back
All Attack Damage Chills when you Stun
(The Stun Threshold determines how much Damage can Stun something)
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
(70–100)% increased Physical Damage
Adds 4 to 8 Fire Damage
(10–14)% increased Attack Speed
50% more Damage with Arrow Hits at Close Range
Bow Knockback at Close Range
(Close Range is up to 2 metres)
(Knockback pushes Enemies away when Hit)
20% increased Lightning Damage
(10–20)% increased maximum Mana
-30% to Lightning Resistance
Critical Strike Chance is increased by Overcapped Lightning Resistance
(Overcapped Resistance is the amount by whch Uncapped Resistance is higher than Maximum Resistance)
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
+(30–50) to maximum Mana
% of Damage is taken from Mana before Life
Mind Over Matter
(40% of Damage is taken from Mana before Life)
(120–150)% increased Energy Shield
-30% to Fire Resistance
(0.4–0.8)% of Attack Damage Leeched as Life
(0.2–0.4)% of Attack Damage Leeched as Mana
Increases and Reductions to Spell Damage also apply to Attacks at 150% of their value
(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)
15% increased Movement Speed
You have Onslaught while not on Low Mana
The Agnostic
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(Maximum Energy Shield is 0. While not on Full Life, Sacrifice 20% of Mana per Second to Recover that much Life)
+(25–40) to maximum Life
2% of Physical Attack Damage Leeched as Life
You lose all Endurance Charges when Hit
You gain an Endurance Charge on Kill
You gain Onslaught for 5 seconds per Endurance Charge when Hit
(20–50)% increased Effect of Onslaught on you
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(50–100)% increased Evasion Rating
+(10–20) to maximum Life
10% increased Movement Speed
(14–18)% increased Trap Throwing Speed
15% increased Movement Speed for 9 seconds on Throwing a Trap
Gain 10 Life per Enemy Killed
Gain 3 Mana per Enemy Killed
30% increased Area of Effect
(200–250)% increased Critical Strike Chance for Spells if you've Killed Recently
+(10–30)% to Critical Strike Multiplier for Spells if you haven't Killed Recently
(Recently refers to the past 4 seconds)
+(5–20)% to all Elemental Resistances
Gain (5–20) Mana per Enemy Killed
You can apply an additional Curse
(10–20)% increased Physical Damage
Adds (7–11) to (13–23) Chaos Damage
1% increased Chaos Damage per Level
Adds 1 to 2 Physical Damage to Attacks per Level
(5–10)% increased Cast Speed
10% chance to Ignite
40% less Burning Damage
You can inflict an additional Ignite on an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
10% reduced Enemy Stun Threshold
(600–800)% more Physical Damage with Unarmed Melee Attacks
Extra gore
(The Stun Threshold determines how much Damage can Stun something)
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
20% increased Projectile Damage
30% reduced Flask Charges gained
60% increased Flask Effect Duration
Deals 20 Chaos Damage per second to nearby Enemies
Curse Skills have (8–12)% increased Cast Speed
Non-Aura Hexes expire upon reaching (180–220)% of base Effect
Non-Aura Hexes gain 20% increased Effect per second
Adds (1–2) to (3–4) Physical Damage to Attacks
(80–100)% increased Armour
Iron Grip
(Strength's Damage bonus also applies to Projectile Attacks)
(30–35)% increased Global Critical Strike Chance
(10–15)% increased Light Radius
(40–50)% increased Rarity of Items Dropped by Enemies killed with a Critical Strike
25% increased Damage while on Consecrated Ground
+5% Chance to Block Attack Damage while on Consecrated Ground
(15–20)% increased Attack Speed
30% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
Point Blank
Iron Reflexes while stationary
(Recently refers to the past 4 seconds)
(Projectile Attack Hits deal up to 30% more Damage to targets at the start of their movement, dealing less Damage to targets as the projectile travels farther)
(Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating)
(10–15)% increased Attack Speed
Adds 1 to 5 Lightning Damage to Attacks with this Weapon per 10 Intelligence
(20–25)% increased Elemental Damage with Attack Skills
Can have up to 5 Implicit Modifiers while Item has this Modifier
(150–200)% increased Armour and Energy Shield
(7–12)% increased maximum Life
+(20–30)% to Fire and Lightning Resistances
(Loses all but 1 Implicit Modifier if this Modifier is lost)
Adds (6–10) to (12–16) Physical Damage
(40–50)% increased Critical Strike Chance
Enemies you Attack Reflect 20 Physical Damage to you
+0.2 metres to Weapon Range
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
Adds (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
(18–28)% increased Trap Damage
(15–25)% increased Global Physical Damage
+(10–20) to maximum Life
(-3–-2) Physical Damage taken from Attack Hits
25% chance to gain a Power Charge when you Throw a Trap
(20–40)% increased Fire Damage
+100 to maximum Life
+100 to Accuracy Rating
30% increased Projectile Speed
10% increased Movement Speed
30% increased Projectile Damage
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)
+(20–30) to Strength
+(20–30) to Dexterity
Adds 4 to 8 Fire Damage to Attacks
20% increased Movement Speed
40% reduced Movement Speed when on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
Triggers Level 1 Elemental Aegis when Equipped
(180–220)% increased Armour
+(20–40) to maximum Life
+(40–50) to Evasion Rating and Energy Shield
100% increased Shock Duration on you
Shocks you cause are reflected back to you
30% increased Damage while Shocked
15% increased Movement Speed while Shocked
(Shock increases Damage taken by 15%, for 2 seconds)
Trigger a Socketed Bow Skill when you Attack with a Bow, with a 1 second Cooldown
(7–12)% increased Attack Speed
+(20–30) to maximum Life
5% chance to Blind Enemies on Hit with Attacks
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
+(12–16)% Chance to Block Attack Damage while wielding a Staff
30% increased Fire Damage
Adds (12–18) to (22–26) Fire Damage
Damage Penetrates 15% of Fire Resistance if you have Blocked Recently
Immune to Freeze and Chill while Ignited
Battlemage
(Warstaves are considered Staves)
(Gain Added Spell Damage equal to the Damage of your Main Hand Weapon)
Adds 10 to 20 Physical Damage to Attacks
10% increased maximum Life
+(10–20)% to Cold Resistance
25% increased Flask Life Recovery rate
(30–50)% increased Physical Damage
(30–50)% increased Critical Strike Chance
Hits with this Weapon gain (75–100)% of Physical Damage as Extra Cold or Lightning Damage
local skills granted by item are supported by level x unique trigger support [1]
local use skill on hit % [100]
+(10–20)% to Cold Resistance
10% increased Area of Effect
Gain Onslaught for 4 seconds when you Warcry
25% increased Warcry Buff Effect
Call to Arms
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(Using Warcries is Instant. Warcries share their Cooldown)
Adds 1 to 3 Cold Damage to Attacks
Adds 1 to 5 Lightning Damage to Attacks
+(6–15)% to all Elemental Resistances
15% increased Elemental Damage with Attack Skills during any Flask Effect
10% increased Elemental Damage with Attack Skills
+(15–25)% to Chaos Resistance
30% increased Movement Speed
Gain a Frenzy, Endurance, or Power Charge once per second while you are Stationary
(60–75)% increased Global Critical Strike Chance
150% increased Evasion Rating
(20–25)% increased Rarity of Items found
10% increased Movement Speed
10% reduced Character Size
Your Critical Strike Chance is Lucky while on Low Life
(Lucky things are rolled twice and the best result used)
(You are on Low Life if you have 50% of your Maximum Life or less)
(120–150)% increased Armour and Evasion
+(25–35) to maximum Life
+(8–12)% Chance to Block
(14–18)% increased Cast Speed
(6–8)% reduced Mana Cost of Skills
Nearby Enemies are Hindered, with 25% reduced Movement Speed
(20–35)% increased Damage with Hits and Ailments against Hindered Enemies
(Hinder reduces movement speed for 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Socketed Gems fire Projectiles in a circle
+(15–20) to all Attributes
+(5–7)% to all Elemental Resistances
(15–30)% increased Projectile Damage
20% increased Light Radius
(Attributes are Strength, Dexterity, and Intelligence)
+(30–50) to maximum Mana
(20–30)% increased Mana Regeneration Rate
0.2% of Physical Attack Damage Leeched as Mana
Attack Skills have +1 to maximum number of Summoned Totems
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(40–50)% reduced Quantity of Fish Caught
(50–60)% increased Rarity of Fish Caught
You can catch Exotic Fish
Minions have (-17–17)% to Chaos Resistance
Summon Raging Spirit has (20–30)% increased Duration
Summoned Raging Spirits deal (15–30)% increased Damage
Summoned Raging Spirits have (20–30)% increased maximum Life
Summoned Raging Spirits take 20% of their Maximum Life per second as Chaos Damage
(50–70)% increased Energy Shield
(50–100)% increased Energy Shield Recovery rate
10% increased Area of Effect
10% increased Damage taken
(30–50)% increased Projectile Speed
(10–30)% increased Projectile Damage
Projectiles cannot collide with Enemies in Close Range
Far Shot
(Close Range is up to 2 metres)
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
(120–150)% increased Evasion and Energy Shield
+(5–10) to maximum Energy Shield
+(10–20) to maximum Life
+(10–15)% to Cold Resistance
25% increased Effect of Shrine Buffs on you
50% reduced Duration of Shrine Effects on you
(Create Lesser Shrine has an initial Cooldown before it can Trigger)
20% increased Movement Speed
Moving while Bleeding doesn't cause you to take extra Damage
20% increased Movement Speed while Bleeding
50% chance to be inflicted with Bleeding when Hit by an Attack
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
Adds (3–4) to (5–8) Physical Damage
15% increased Attack Speed
Gain (25–30)% of Physical Damage as Extra Cold Damage
10% increased Damage taken from Skeletons
10% increased Damage taken from Ghosts
(10–15)% increased Attack Speed
Minions have (10–15)% increased Attack Speed
Increases and Reductions to Minion Damage also affect you at 150% of their value
Minions deal 15% increased Damage if you've Hit Recently
(Recently refers to the past 4 seconds)
This Weapon's Critical Strike Chance is 100%
+(10–20) to Dexterity
(80–100)% increased Physical Damage
Adds 1 to 10 Lightning Damage
10% increased Attack Speed
50% increased Global Critical Strike Chance
+(30–50) to maximum Life
+(30–50) to maximum Mana
40% increased Stun and Block Recovery
Your Critical Strikes do not deal extra Damage
+(10–20) to maximum Energy Shield
(20–40)% increased Mana Regeneration Rate
20% increased Movement Speed
Cannot be Frozen
(10–25)% increased Cast Speed
(10–15)% increased Movement Speed
(10–20)% reduced Skill Effect Duration
30% increased total Recovery per second from Life, Mana, or Energy Shield Leech
(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)
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(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
Adds 1 to (25–35) Lightning Damage
(10–15)% increased Attack Speed
(30–40)% increased Critical Strike Chance
15% increased Quantity of Items Dropped by Slain Frozen Enemies
30% increased Rarity of Items Dropped by Slain Shocked Enemies
+(8–12)% Chance to Block Attack Damage while Dual Wielding
(20–30)% increased Physical Damage
Adds (3–5) to (9–12) Fire Damage in Main Hand
Adds (3–5) to (9–12) Chaos Damage in Off Hand
Counts as Dual Wielding
+(20–30) to maximum Life
+25% to Cold Resistance
Cannot be Chilled
Regenerate 10% of Life per second while Frozen
(80–100)% increased Physical Damage
10% increased Attack Speed
Gain 10 Mana per Enemy Killed
+30 to Accuracy Rating
local unique tabula rasa no requirement or energy shield [1]
[Six Linked]
[Sockets are White]
Royale Gem /154
Name | |
---|---|
Bladestorm (1) | |
Blood and Sand (1) | |
Chain Hook (1) | |
Cleave (1) | |
Dominating Blow (1) | |
Ground Slam (1) | |
Heavy Strike (1) | |
Infernal Blow (1) | |
Molten Strike (1) | |
Shockwave Totem (1) | |
Smite (1) | |
Sweep (1) | |
Vitality (1) | |
Ancestral Warchief (4) | |
Reap (4) | |
Chance to Bleed Support (4) | |
Earthquake (4) | |
Enduring Cry (4) | |
Fist of War Support (4) | |
Holy Flame Totem (4) | |
Fortify Support (4) | |
General's Cry (4) | |
Glacial Hammer (4) | |
Ice Crash (4) | |
Increased Duration Support (4) | |
Knockback Support (4) | |
Leap Slam (4) | |
Lifetap Support (4) | |
Maim Support (4) | |
Melee Splash Support (4) | |
Ancestral Protector (4) | |
Multiple Totems Support (4) | |
Multistrike Support (4) | |
Vulnerability (4) | |
Rage Support (4) | |
Ballista Totem Support (4) | |
Less Duration Support (4) | |
Rejuvenation Totem (4) | |
Searing Bond (4) | |
Shield Charge (4) | |
Spell Totem Support (4) | |
Ancestral Call Support (4) | |
Stun Support (4) | |
Sunder (4) | |
Warlord's Mark (4) |
Name | |
---|---|
Ball Lightning (1) | |
Blight (1) | |
Clarity (1) | |
Fireball (1) | |
Vortex (1) | |
Frostbolt (1) | |
Ice Spear (1) | |
Lightning Tendrils (1) | |
Lightning Trap (1) | |
Rolling Magma (1) | |
Storm Call (1) | |
Summon Raging Spirit (1) | |
Summon Skeletons (1) | |
Added Lightning Damage Support (4) | |
Creeping Frost (4) | |
Blasphemy Support (4) | |
Blazing Salvo (4) | |
Cast while Channelling Support (4) | |
Cold Snap (4) | |
Concentrated Effect Support (4) | |
Assassin's Mark (4) | |
Dark Pact (4) | |
Divine Ire (4) | |
Elemental Weakness (4) | |
Essence Drain (4) | |
Faster Casting Support (4) | |
Firestorm (4) | |
Flame Dash (4) | |
Freezing Pulse (4) | |
Frost Bomb (4) | |
Frostblink (4) | |
Glacial Cascade (4) | |
Unleash Support (4) | |
Hydrosphere (4) | |
Ice Nova (4) | |
Siphoning Trap (4) | |
Impending Doom Support (4) | |
Incinerate (4) | |
Increased Area of Effect Support (4) | |
Increased Critical Strikes Support (4) | |
Lightning Spire Trap (4) | |
Lightning Warp (4) | |
Spell Echo Support (4) | |
Wave of Conviction (4) | |
Purifying Flame (4) | |
Shock Nova (4) | |
Spell Cascade Support (4) | |
Summon Phantasm Support (4) | |
Void Sphere (4) | |
Despair (4) |
Royale Modifiers /4 ⍟
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Sprinter's | 5 | Prefix | (15–25)% increased Movement Speed speed | boots 1000 default 0 |
of Nimbleness | 4 | Suffix | (8–15)% increased Cast Speed caster speed | wand 1000 staff 0 sceptre 1000 amulet 800 focus 1000 str_int_shield 1000 dex_int_shield 1000 gloves 500 default 0 |
of Ease | 4 | Suffix | (15–25)% increased Attack Speed attack speed | weapon 1000 default 0 |
of Ease | 4 | Suffix | (8–15)% increased Attack Speed attack speed | gloves 500 quiver 500 dex_shield 500 str_dex_shield 500 dex_int_shield 500 default 0 |
Shrine /16 ⍟
Name | Skill |
---|---|
Acceleration Shrine | You have increased Action Speed and Projectile Speed 40% increased Action Speed 50% increased Projectile Speed has shrine effect [1] Death doesn't wait. |
Brutal Shrine | Your hits have Knockback, and increased Damage and Stun Duration Knocks Enemies Back on Hit Extra gore 30% increased Stun Duration on enemies 40% increased Damage has shrine effect [1] Hit hard. Hit once. |
Burning Shrine | Fire rains down around you has shrine effect [1] The sky falls. The land burns. |
Charged Shrine | You have a chance to gain a Power, Frenzy or Endurance Charge on Hit and on Kill, and gain extra bonuses from Charges. 60% chance to gain a Power, Frenzy or Endurance Charge on Kill 20% chance to gain a Power, Frenzy or Endurance Charge on Hit 5% increased Damage per Endurance, Frenzy or Power Charge 4% increased Attack Speed per Frenzy Charge 40% increased Critical Strike Chance per Power Charge Buff grants 4% additional Physical Damage Reduction per Endurance Charge Buff grants +4% to all Elemental Resistances per Endurance Charge base cast speed +% per frenzy charge [4] has shrine effect [1] object inherent damage +% final per frenzy charge [4] Overpower, overrun, overcome. |
Diamond Shrine | You always deal Critical Strikes 500% increased Critical Strike Chance has shrine effect [1] Deliver pain exquisite. |
Echoing Shrine | Your skills are repeated. Skills Repeat an additional Time echoing shrine attack speed +% final [100] echoing shrine cast speed +% final [100] has shrine effect [1] Let your rage flow freely. |
Freezing Shrine | Ice Novas happen around you has shrine effect [1] Turn your world to ice. |
Gloom Shrine | You gain a portion of Non-Chaos Damage as extra Chaos Damage and Enemies you Kill have a chance to Explode, dealing a portion of their Maximum Life as Chaos Damage. Enemies you Kill have a 25% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage Gain 10% of Non-Chaos Damage as extra Chaos Damage has shrine effect [1] Stay not your vile tongue. |
Hexing Shrine | Your hits inflict random curses. 100% chance to Curse Enemies with a random Hex on Hit has shrine effect [1] random curses include silence [1] Stay not your vile tongue. |
Impenetrable Shrine | You have increased Armour, Evasion and Energy Shield 100% increased Evasion Rating 100% increased maximum Energy Shield Gain % of Maximum Life as Extra Maximum Energy Shield Buff grants 100% increased Armour has shrine effect [1] None shall stop you. |
Lightning Shrine | Shock Novas happen around you has shrine effect [1] Open the eye of the storm. |
Massive Shrine | You have increased Life, Area of Effect, and Size 30% increased maximum Life 30% increased Character Size 40% increased Area of Effect has shrine effect [1] Courage stands tall. |
Replenishing Shrine | You are regenerating Life and Mana Regenerate 5% of Mana per second Regenerate 5% of Life per second has shrine effect [1] Restore that which was lost. |
Resistance Shrine | You have additional Resistance to Elemental Damage +30% to all Elemental Resistances has shrine effect [1] Fear not the elements. |
Shrouded Shrine | Smoke shrouds you has shrine effect [1] Shroud your path in the fog of war. |
Static Shrine | Lightning arcs from you has shrine effect [1] Reach out and touch hate. |
Community Wiki
Royale
Path of Exile: Royale is back and it's available right now for PC players until the weekend is over, then every weekend for the duration of Expedition, except for its launch weekend. If you want to know more, we've put together a guide on what to expect and everything you need to know.
Path of Exile: Royale was originally launched as an April Fool's event back in 2018. Like other Royale games, it was a fast-paced massively PvP experience where players fought for items, experience and survival on a shrinking island. Despite being put together very quickly and only being available for one day, it turned out to be surprisingly popular, and the community has been asking for it to return ever since. Well it's finally back, and this time we've put a lot of effort into making it more than a quick joke. Whether you played the original and have been waiting for it to come back ever since, are brand new to Path of Exile as a whole, or anywhere in between, here's a guide for what to expect and how to succeed in Path of Exile: Royale.
Joining a Game
A round of Path of Exile: Royale requires a fresh level 1 character and takes about 15 minutes at most. You can find Royale on the character selection screen, in the Events list (under your list of characters). Click join, pick a class as usual, and you'll be thrown into the currently-filling game. You don't have to make a new character for each round — once you've made a character, you can select them again to join more games, though they'll be reset to level 1 and lose all their items each time, of course.
You'll find yourself on the shores of Royale Island while you wait for the game to fill. Rounds start when they have some initial threshold of players (which we'll start at 50/100, but may tweak as needed). If you have a few seconds to wait, why not pass the time by taking a look at the brand new Royale-exclusive passive skill tree?
The Passive Skill Tree
Royale now has a completely different passive skill tree to regular Path of Exile. It's designed specifically for fast games and PvP combat, and to be a bit easier to understand than the regular tree.
The first thing you might notice is that there are no class start positions anymore. That's because in Royale, your class doesn't affect your starting location on the passive tree. All classes can allocate points from any of the nine starting points. The six outer branches are themed around different kinds of skills and damage types, while the skills in the centre provide powerful but situational defensive stats. You'll probably also notice that the passive tree window doesn't take up your whole screen, so you can manage your tree without taking your eye off the action.
When you level up, you'll receive two passive skill points instead of one. Clicking on a skill immediately allocates it rather than needing to be confirmed, and there are no respec points in Royale, so make sure you choose carefully! Or maybe just convince yourself that your "experimental" new build is secretly OP…
Starting the Round
Everyone starts on the beach of a mysterious island. You start with only a few flasks and basic weapons, so your first goal should be to find some skill gems and more gear. The beach is full of chests and scattered items to help you gear up, so make a beeline for those to find a skill gem you can use.
There are plenty of monsters on the beach you can kill to start gaining experience and levelling up, but other players are also ripe for the picking! Killing players gives bonus experience so can be a way to gain an early experience lead, as long as you make sure your targets don't kill you first. Once you feel strong enough, you can push inland to find stronger monsters, higher level gems and gear, and maybe some valuable chests in the centre of the island.
As soon as the game begins, a timer begins counting down. When this timer hits zero, a storm will sweep in from the sea and cover part of the island. Anyone standing in the storm will start taking damage over time, which becomes more and more deadly until they either reach safety or succumb. Once the storm stops moving, the timer starts again, and the cycle continues until the storm covers the whole island!
The boundary of the storm appears in red in the game world and on your minimap. The inside circle in blue indicates the area that will still be safe after the storm's next movement. When you're outside the safe zone, indicators will show you the direction and distance to safety.
Gems and Items
There are currently around 50 skill gems and 15 support gems available in Royale. They have been chosen from all of the gems in the regular game and, if necessary, scaled down for use in low-level play. For example, you may find a skill at level 1 that requires level 28 in regular Path of Exile. To keep things relatively simple, the skills available are exclusively damage and/or movement related.
The beach offers a fairly limited selection of skills, and no support gems. As you explore inland you will find a wider selection of gems.
The equipment you find will mostly look the same as it would in act 1 of the regular game, but there are a few differences. Most importantly, your life flasks will be interrupted if another player hits you, so you can't rely on them to save you in PvP combat. Some items also have tweaked balance values, a few extra mods available, or appear at much lower levels than they normally do. Royale also contains a pool of around 75 unique items, and like gems many of these are items that you would normally find at much higher levels, scaled down for low-level play. These adjustments are purely numerical though, so you can trust that your favourite unique will still work just like it does in the regular game.
When a player dies, you can loot their stuff! By interacting with their corpse, you can see all the items they were holding and take what you like. Watch out for corpses as you wander the island, though don't be surprised if someone else has looted them first!
It's worth noting that item filters are disabled in Royale. Even though the number of item drops has been reduced as much as possible, a finely-tuned item filter can provide too much advantage over someone playing without a filter, particularly for spotting items on the minimap. We may introduce less-powerful ways of filtering items in Royale in the future. Cosmetic microtransactions are also disabled for the time being, until we can find a solution to loading them without causing enormous initial load times or degrading performance.
Other Gameplay Features
In your wanderings you'll find flask stations that completely refill your flasks when touched. After they've been used, their power is drained for a few seconds. Look out for these if you're running low on flask charges, but watch out for other players waiting in ambush.
Your character has also been beefed up compared to the wimpy Exiles who wash up on the Twilight Strand. Compared to the normal game, you start with more life, less mana but more mana regeneration, higher stun and ailment thresholds, more balanced base attributes, and faster experience gain.
Winning and Losing
If you die, that's it. Your round is over. Your death will appear on the kill feed, mostly so that everyone can laugh if you're killed by Rhoas. You can still watch the game, however! You can move around freely as a spectator, or use the spectate menu to select another player and watch from their perspective. Or you can just quit out and jump right into the next round.
The storm creates an ever-shrinking safe zone that means the remaining players will eventually be forced to battle it out for glory. If you're skilled (or just lucky) enough to be the last person standing, then congratulations! You win not only fame and glory, but also the brand new Rhoa Feast hideout decoration for the main game! This transforming decoration unlocks new, more impressive variations the more rounds you win and shows your win count when hovered, letting you show off your PvP skill to anyone in your hideout.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.